[Radiance-general] clouds textures
Greg Ward
gregoryjward at gmail.com
Tue Jan 31 18:00:06 CET 2006
Hi Bob,
You need to use a mapping that indexes off the ray directions rather
than locations, which are meaningless for sources (as you
discovered). The fisheye.cal file included in the ray/lib directory
should be a good starting point:
{
Calculate coordinates for a 180 degree fisheye lens.
Assume view direction is (0,1,0), view up (0,0,1), (1,0,0)
right.
4/30/90
}
fish_u = .5 + Dx/fish_Rxz * fish_Ry;
fish_v = .5 + Dz/fish_Rxz * fish_Ry;
fish_Rxz = sqrt(Dx*Dx + Dz*Dz);
fish_Ry = Acos(Dy) / PI;
----------
You may need to apply a rotation to this if your z-axis points up, as
is usually the case. Something like:
void colorpict cloud_pat
9 red green blue clouds.pic fisheye.cal fish_u fish_v -rx 90
0
0
cloud_pat brightfunc skyfunc
2 skybr skybright.cal
0
7 1 3.58e+01 3.07e+01 1.55e+00 0.054270 -0.269929 0.961350
-------
In this example, I have added your cloud pattern to a sky created by
gensky. If you have an HDR image of the sky you're working from, you
may just be able to go with that.
Additional resources:
Mark Stock's Radiance Miscellany page:
http://mark.technolope.org/pages/radmisc.html
Link to Simon Crone's Radiance skies collection:
http://radsite.lbl.gov/radiance/pub/libraries/
-Greg
> From: bob coyne <coyne at semanticlight.com>
> Date: January 31, 2006 9:48:36 AM PST
>
> What's the best way to get a sky with a cloud texture map in
> Radiance (assuming
> the cloud texture map is already "sphericized")? I've tried
> applying a COLORPICT pattern onto
> the sky SOURCE but it doesn't work (I get black). I assume this
> is because the UV
> coordinates aren't available in the same way (with Lu, Lv) that
> works with mesh objects.
>
> I've also tried making a polygonal mesh sky dome. That's easily
> textured but creates other problems
> (shadows and other lighting effects on the sky) .
>
> Thanks for any help or guidance on how to do this sort of thing!
>
> - Bob
>
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