3.6.1 Interior |
POV-Ray 3.6 for UNIX documentation 3.6.2 Media |
3.6.3 Photons |
The media
statement is used to specify particulate matter suspended in a medium such air or water. It
can be used to specify smoke, haze, fog, gas, fire, dust etc. Previous versions of POV-Ray had two incompatible
systems for generating such effects. One was halo
for effects enclosed in a transparent or
semi-transparent object. The other was atmosphere
for effects that permeated the entire scene. This
duplication of systems was complex and unnecessary. Both halo
and atmosphere
have been
eliminated. See "Why are Interior and Media Necessary?" for further
details on this change. See "Object Media" for details on how to use media
with objects. See "Atmospheric Media" for details on using media
for atmospheric effects outside of objects. This section and the sub-sections which follow explains the details of the
various media
options which are useful for either object media or atmospheric media.
Media works by sampling the density of particles at some specified number of points along the ray's path.
Sub-samples are also taken until the results reach a specified confidence level. POV-Ray provides three methods of
sampling. When used in an object's interior
statement, sampling only occurs inside the object. When used
for atmospheric media, the samples run from the camera location until the ray strikes an object. Therefore for
localized effects, it is best to use an enclosing object even though the density pattern might only produce results in
a small area whether the media was enclosed or not.
The complete syntax for a media
statement is as follows:
MEDIA: media { [MEDIA_IDENTIFIER] [MEDIA_ITEMS...] } MEDIA_ITEMS: method Number | intervals Number | samples Min, Max | confidence Value | variance Value | ratio Value | absorption COLOR | emission COLOR | aa_threshold Value | aa_level Value | scattering { Type, COLOR [ eccentricity Value ] [ extinction Value ] } | density { [DENSITY_IDENTIFIER] [PATTERN_TYPE] [DENSITY_MODIFIER...] } | TRANSFORMATIONS DENSITY_MODIFIER: PATTERN_MODIFIER | DENSITY_LIST | COLOR_LIST | color_map { COLOR_MAP_BODY } | colour_map { COLOR_MAP_BODY } | density_map { DENSITY_MAP_BODY }
aa_level : 4 aa_threshold : 0.1 absorption : <0,0,0> confidence : 0.9 emission : <0,0,0> intervals : 10 method : 3 ratio : 0.9 samples : Min 1, Max 1 variance : 1/128 SCATTERING COLOR : <0,0,0> eccentricity : 0.0 extinction : 1.0
If a media identifier is specified, it must be the first item. All other media items may be specified in any order.
All are optional. You may have multiple density
statements in a single media
statement. See
"Multiple Density vs. Multiple Media" for details. Transformations
apply only the density
statements which have been already specified. Any density
after a
transformation is not affected. If the media
has no density
statements and none was
specified in any media identifier, then the transformation has no effect. All other media items except for
density
and transformations override default values or any previously set values for this media
statement.
Note: some media effects depend upon light sources. However the participation of a
light source depends upon the media_interaction
and media_attenuation
keywords. See "Atmospheric
Media Interaction" and "Atmospheric Attenuation" for details.
Note: In the POV-Ray 3.1 documentation it said: "Note a strange design
side-effect was discovered during testing and it was too difficult to fix. If the enclosing object uses transmit
rather than filter
for transparency, then the media
casts no shadows." This is not the case anymore since POV-Ray 3.5. Whether you specify transmit
or filter
to create a transparent container object, the media
will always cast a shadow. If a shadow is not
desired, use the no_shadow
keyword for the container object.
There are three types of particle interaction in media
: absorbing, emitting, and scattering. All three
activities may occur in a single media. Each of these three specifications requires a color. Only the red, green, and
blue components of the color are used. The filter and transmit values are ignored. For this reason it is permissible
to use one float value to specify an intensity of white color. For example the following two lines are legal and
produce the same results:
emission 0.75 emission rgb<0.75,0.75,0.75>
The absorption
keyword specifies a color of light which is absorbed when looking through the media.
For example absorption rgb<0,1,0>
blocks the green light but permits red and blue to get through.
Therefore a white object behind the media will appear magenta.
The default value is rgb<0,0,0>
which means no light is absorbed -- all light passes through
normally.
The emission
keyword specifies a color of the light emitted from the particles. Although we say they
"emit" light, this only means that they are visible without any illumination shining on them. They do not
really emit light that is cast on to nearby objects. This is similar to an object with high ambient
values. The default value is rgb<0,0,0>
which means no light is emitted.
The syntax of a scattering
statement is:
SCATTERING: scattering { Type, COLOR [ eccentricity Value ] [ extinction Value ] }
The first float value specifies the type of scattering. This is followed by the color of the scattered light. The
default value if no scattering
statement is given is rgb<0,0,0>
which means no
scattering occurs.
The
scattering effect is only visible when light is shining on the media from a light source. This is similar to diffuse
reflection off of an object. In addition to reflecting light, a scattering media also absorbs light like an
absorption
media. The balance between how much absorption occurs for a given amount of scattering is controlled
by the optional extinction
keyword and a single float value. The default value of 1.0 gives an
extinction effect that matches the scattering. Values such as extinction 0.25
give 25% the normal amount.
Using extinction 0.0
turns it off completely. Any value other than the 1.0 default is contrary to the
real physical model but decreasing extinction can give you more artistic flexibility.
The integer value Type
specifies one of five different scattering phase functions
representing the different models: isotropic, Mie (haze and murky atmosphere), Rayleigh, and Henyey-Greenstein.
Type 1, isotropic scattering is the simplest form of scattering because it is independent of direction. The amount of light scattered by particles in the atmosphere does not depend on the angle between the viewing direction and the incoming light.
Types 2 and 3 are Mie haze and Mie murky scattering which are used for relatively small particles such as minuscule water droplets of fog, cloud particles, and particles responsible for the polluted sky. In this model the scattering is extremely directional in the forward direction i.e. the amount of scattered light is largest when the incident light is anti-parallel to the viewing direction (the light goes directly to the viewer). It is smallest when the incident light is parallel to the viewing direction. The haze and murky atmosphere models differ in their scattering characteristics. The murky model is much more directional than the haze model.
Type 4 Rayleigh scattering models the scattering for extremely small particles such as molecules of the air. The amount of scattered light depends on the incident light angle. It is largest when the incident light is parallel or anti-parallel to the viewing direction and smallest when the incident light is perpendicular to the viewing direction. You should note that the Rayleigh model used in POV-Ray does not take the dependency of scattering on the wavelength into account.
Type 5 is the Henyey-Greenstein scattering model. It is based on an analytical function and can be used to
model a large variety of different scattering types. The function models an ellipse with a given eccentricity e. This
eccentricity is specified by the optional keyword eccentricity
which is only used for scattering type
five. The default eccentricity value of zero defines isotropic scattering while positive values lead to scattering in
the direction of the light and negative values lead to scattering in the opposite direction of the light. Larger
values of e (or smaller values in the negative case) increase the directional property of the scattering.
Media effects are calculated by sampling the media along the path of the ray. It uses a method called Monte
Carlo integration. The intervals
keyword may be used to specify the integer number of intervals used
to sample the ray. The default number of intervals is 10. For object media the intervals are spread between the entry
and exit points as the ray passes through the container object. For atmospheric media, the intervals spans the entire
length of the ray from its start until it hits an object. For media types which interact with spotlights or cylinder
lights, the intervals which are not illuminated by these light types are weighted differently than the illuminated
intervals when distributing samples.
The ratio
keyword distributes intervals differently between lit and unlit areas. The default value of ratio
0.9
means that lit intervals get more samples than unlit intervals. Note that the total number of intervals
must exceed the number of illuminated intervals. If a ray passes in and out of 8 spotlights but you have only
specified 5 intervals then an error occurs.
The samples
Min
, Max
keyword specifies the minimum and
maximum number of samples taken per interval. The default values are samples 1,1
.
As each interval is sampled, the variance is computed. If the variance is below a threshold value, then no more
samples are needed. The variance
and confidence
keywords specify the permitted variance
allowed and the confidence that you are within that variance. The exact calculations are quite complex and involve
chi-squared tests and other statistical principles too messy to describe here. The default values are variance
1.0/128
and confidence 0.9
. For slower more accurate results, decrease the variance and increase
the confidence.
Note: the maximum number of samples limits the calculations even if the proper variance and confidence are never reached.
The method
keyword lets you specify what sampling method is used, POV-Ray provides three. Method
1
is the method described above.
Sample method 2
distributes samples evenly along the viewing ray or light ray. The latter can make
things look smoother sometimes. If you specify a max samples higher than the minimum samples, POV will take additional
samples, but they will be random, just like in method 1. Therefore, it is suggested you set the max samples equal to
the minimum samples. jitter
will cause method 2 to look similar to method 1. It should be followed by a
float, and a value of 1 will stagger the samples in the full range between samples.
Sample method 3
uses adaptive sampling (similar to adaptive anti-aliasing) which is very much like the
sampling method used in POV-Ray 3.0's atmosphere. This code was written from the ground-up to work with media,
however. Adaptive sampling works by taking another sample between two existing samples if there is too much variance
in the original two samples. This leads to fewer samples being taken in areas where the effect from the media remains
constant. The adaptive sampling is only performed if the minimum samples are set to 3 or more.
You can specify the anti-aliasing recursion depth using the aa_level
keyword followed by an integer.
You can specify the anti-aliasing threshold by using the aa_threshold
followed by a float. The default
for aa_level
is 4 and the default aa_threshold
is 0.1. jitter
also works with
method 3. Sample method 3 ignores the maximum samples value. It is usually best to only use one interval with method
3. Too many intervals can lead to artefacts, and POV will create more intervals if it needs them.
Particles of media are normally distributed in constant density throughout the media. However the density
statement allows you to vary the density across space using any of POV-Ray's pattern functions such as those used in
textures. If no density
statement is given then the density remains a constant value of 1.0 throughout
the media. More than one density
may be specified per media
statement. See "Multiple
Density vs. Multiple Media". The syntax for density
is:
DENSITY: density { [DENSITY_IDENTIFIER] [DENSITY_TYPE] [DENSITY_MODIFIER...] } DENSITY_TYPE: PATTERN_TYPE | COLOR DENSITY_MODIFIER: PATTERN_MODIFIER | DENSITY_LIST | color_map { COLOR_MAP_BODY } | colour_map { COLOR_MAP_BODY } | density_map { DENSITY_MAP_BODY }
The density
statement may begin with an optional density identifier. All subsequent values modify the
defaults or the values in the identifier. The next item is a pattern type. This is any one of POV-Ray's pattern
functions such as bozo
, wood
, gradient
,
waves
, etc. Of particular usefulness are the spherical
,
planar
, cylindrical
,
and boxed
patterns which were previously available only for use
with our discontinued halo
feature. All patterns return a value from 0.0 to 1.0. This value is
interpreted as the density of the media at that particular point. See "Patterns"
for details on particular pattern types. Although a solid COLOR pattern is legal, in general it is used only
when the density
statement is inside a density_map
.
A density
statement may be modified by any of the general pattern modifiers such as transformations, turbulence
and warp
. See "Pattern Modifiers" for details. In addition there are
several density-specific modifiers which can be used.
Typically a media
uses just one constant color throughout. Even if you vary the density, it is usually
just one color which is specified by the absorption
, emission
, or scattering
keywords. However when using emission
to simulate fire or explosions, the center of the flame (high
density area) is typically brighter and white or yellow. The outer edge of the flame (less density) fades to orange,
red, or in some cases deep blue. To model the density-dependent change in color which is visible, you may specify a
color_map
. The pattern function returns a value from 0.0 to 1.0 and the value is passed to the color map to
compute what color or blend of colors is used. See "Color Maps" for
details on how pattern values work with color_map
. This resulting color is multiplied by the
absorption
, emission
and scattering
color. Currently there is no way to specify
different color maps for each media type within the same media
statement.
Consider this example:
media{ emission 0.75 scattering {1, 0.5} density { spherical color_map { [0.0 rgb <0,0,0.5>] [0.5 rgb <0.8, 0.8, 0.4>] [1.0 rgb <1,1,1>] } } }
The color map ranges from white at density 1.0 to bright yellow at density 0.5 to deep blue at density 0. Assume we sample a point at density 0.5. The emission is 0.75*<0.8,0.8,0.4> or <0.6,0.6,0.3>. Similarly the scattering color is 0.5*<0.8,0.8,0.4> or <0.4,0.4,0.2>.
For block pattern types checker
, hexagon
, and brick
you may specify a
color list such as this:
density{ checker density {rgb<1,0,0>} density {rgb<0,0,0>} }
See "Color List Pigments" which describes how pigment
uses a color list. The same principles apply when using them with density
.
In addition to specifying blended colors with a color map you may create a blend of densities using a density_map
.
The syntax for a density map is identical to a color map except you specify a density in each map entry (and not a
color).
The syntax for density_map
is as follows:
DENSITY_MAP: density_map { DENSITY_MAP_BODY } DENSITY_MAP_BODY: DENSITY_MAP_IDENTIFIER | DENSITY_MAP_ENTRY... DENSITY_MAP_ENTRY: [ Value DENSITY_BODY ]
Where Value
is a float value between 0.0 and 1.0 inclusive and each DENSITY_BODY is
anything which can be inside a density{...}
statement. The density
keyword and {}
braces need not be specified.
Note: the []
brackets are part of the actual DENSITY_MAP_ENTRY.
They are not notational symbols denoting optional parts. The brackets surround each entry in the density map.
There may be from 2 to 256 entries in the map.
Density maps may be nested to any level of complexity you desire. The densities in a map may have color maps or density maps or any type of density you want.
Entire densities may also be used with the block patterns such as checker
, hexagon
and brick
.
For example...
density { checker density { Flame scale .8 } density { Fire scale .5 } }
Note: in the case of block patterns the density
wrapping is required
around the density information.
A density map is also used with the average
density type. See "Average"
for details.
You may declare and use density map identifiers but the only way to declare a density block pattern list is to declare a density identifier for the entire density.
It is possible to have more than one media
specified per object and it is legal to have more than one density
per media
. The effects are quite different. Consider this example:
object { MyObject pigment { rgbf 1 } interior { media { density { Some_Density } density { Another_Density } } } }
As the media is sampled, calculations are performed for each density pattern at each sample point. The resulting
samples are multiplied together. Suppose one density returned rgb<.8,.8,.4>
and the other returned rgb<.25,.25,0>
.
The resulting color is rgb<.2,.2,0>
.
Note: in areas where one density returns zero, it will wipe out the other density. The end result is that only density areas which overlap will be visible. This is similar to a CSG intersection operation. Now consider
object { MyObject pigment { rgbf 1 } interior { media { density { Some_Density } } media { density { Another_Density } } } }
In this case each media is computed independently. The resulting colors are added together. Suppose one density and
media returned rgb<.8,.8,.4>
and the other returned rgb<.25,.25,0>
. The
resulting color is rgb<1.05,1.05,.4>
. The end result is that density areas which overlap will be
especially bright and all areas will be visible. This is similar to a CSG union
operation. See the sample scene scenes\interior\media\media4.pov
for an example which illustrates this.
More about "Pattern Modifiers"
3.6.1 Interior | 3.6.2 Media | 3.6.3 Photons |