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Hi,
A freshman.I would like to build some underwater images with several objects and
it seems that there is water in the images.Where can I get some simple examples?
Thanks!
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'Rays' by Jeff Reifel - http://paulbourke.net/exhibition/scc5/final.html
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"Lsq" <285### [at] qqcom> wrote:
> Hi,
>
> A freshman.I would like to build some underwater images with several objects and
> it seems that there is water in the images.Where can I get some simple examples?
> Thanks!
Some underwater scenes with sources worth looking at -
http://news.povray.org/povray.binaries.scene-files/thread/%3C455c0b4b$1@news.povray.org%3E/
http://news.povray.org/povray.binaries.images/message/%3C3D21F7DD.5030007%40bellsouth.net%3E/#%3C3D21F7DD.5030007%40bel
lsouth.net%3E
http://news.povray.org/povray.binaries.images/message/%3Cweb.510c1a6a1927e6d96eb3cf340%40news.povray.org%3E/#%3Cweb.510
c1a6a1927e6d96eb3cf340%40news.povray.org%3E
http://news.povray.org/povray.general/message/%3C3e1ecc5f%40news.povray.org%3E/#%3C3e1ecc5f%40news.povray.org%3E
http://www.povcomp.com/entries/161.php (faked lightbeams)
Norbert
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A study of caustics light and an introduction to POV-Ray with source code:
http://asiber.ifs.hr/bruno_pauns_caustic/BrunoPaun_diplomski_rad.pdf
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> Hi,
>
> A freshman.I would like to build some underwater images with several objects and
> it seems that there is water in the images.Where can I get some simple examples?
> Thanks!
>
>
Water seriously limit how far yopu can se things. With that in mind, the
following features, and how to use them, will come handy:
Colour fading. This will make the colour of what you see fade toward
some value. It's an attribute of the interior of objects.
To use it you need to encase your scene into a large object with a hole
at the camera location:
difference{
box{-10000, 10000 pigment{rgbt 1}interior{fade_colour<0.1, 0.3,
0.8>fade_distance 100 fade_power 1001}
hollow // this allow the use of fog and media
}
sphere{Camera_location 0.1 pigment{rgbt 1}}
}
This render fast but don't show any caustics of rays of light.
You can fill your scene with scattering media:
box{-10000, 10000 pigment{rgbt 1}
interior{
media{
scattering{2, <0.1, 0.3, 0.8>
}
}
sphere{Camera_location 0.1 pigment{rgbt 1}}
hollow // required to allow media to exist
}
Using media is slower.
Scattering medis will make lights visible.
To get beleiveable results, you need to use fading lights as follow:
light_source{
Location, rgb Light_colour*1000
fade_power 2 fade_distance 0.1
}
The light's intensity must be large as it fades rapidly with the
distance. If the light is not bright enough, increase the intensity. The
fade_distance need to be short to beheave realisticaly and fade_power 2
is the only physicaly accurate value that you can use.
If you want to use the area_light feature, you can set fade_distance to
the dimention of the area_light or to zero and use area_illumination.
Colour fading and media are compatible and can be used at the same time
in the same area.
Finaly, you can use fog.
fog is a fast and dirty approximation of scattering media that never
interact with the lights.
I don't recomend using fog except as a "place holder" for the media
while devloping your scene.
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"Koppi" <jak### [at] gmailcom> wrote:
> 'Rays' by Jeff Reifel - http://paulbourke.net/exhibition/scc5/final.html
Hi Koppi,I have a question about Jeff Reifel's code and the code is following:
// Entry code: mpszaw
// Name : Jeff Reifel
// Frame rate: 10
#local C=clock*pi;
#macro
B(N,F) // blob elements for wings and tail
sphere{0,F/7,1
scale 1-pow(I.5)
translate-I*F*x
rotate y*N*90
rotate-N*x*pow(5,I)*10*sin(I*2-C*8+i) // shapes and flaps wings
scale.2+x*.8
translate-x}
#end
#local i=C;
#while(i<2*pi+C) // spaces and moves rays
#local I=0;
blob{
#while(I<1)
B(1,7) // wing
B(-1,7) //wing
B(0,3) // tail
#local I=I+.01;
#end
rotate<-90,cos(i*3)*-45,i*pi*36> //orients ray on knot
translate<sin(i)+2*sin(2*i),5+cos(i)-2*cos(2*i),3*sin(3*i)+7>*2 //knot
rotate x*37
pigment{slope y}}
#local i=i+pi/8;
#end
light_source{<0,60,99> 1 spotlight}
media{
intervals 6
scattering{
2
rgb<0.1,0.2,1>/99}
}
question:I cannot find the keyword camera{}in the source code,can you tell me
which codes act as the function of camera? Thanks!
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On 03/25/2016 04:29 AM, Lsq a dit:
>
> question:I cannot find the keyword camera{}in the source code,can you tell me
> which codes act as the function of camera? Thanks!
Camera default values ?
http://www.povray.org/documentation/3.7.0/r3_4.html#r3_4_2
--
http://weblog.mixart-myrys.org/?post/2016/02/THSF-V7
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>
> question:I cannot find the keyword camera{}in the source code,can you tell me
> which codes act as the function of camera? Thanks!
>
>
If you don't define a camera, there is a default camera that will be
used. It's defined as follow:
camera{
perspective
location<0,0,0>
up y
sky y
right 1.33*x
direction z
look_at z
}
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First trick for writing short code:
http://paulbourke.net/exhibition/scc4/hints.txt
Also search the newsgroups for short code examples and tricks, and study some of
the short-code SDL signatures people have posted.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> First trick for writing short code:
>
> http://paulbourke.net/exhibition/scc4/hints.txt
>
> Also search the newsgroups for short code examples and tricks, and study some of
> the short-code SDL signatures people have posted.
http://news.povray.org/povray.binaries.images/message/%3Cweb.56f5c393dec2fd427a3e03fe0%40news.povray.org%3E/#%3Cweb.56f
5c393dec2fd427a3e03fe0%40news.povray.org%3E
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