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> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>> Could you post the complete source for your image on the original post?
>> With the colored spheres.
>
> No problem. See p.t.sf.
Thanks. I rendered the source you posted on this thread, with 3000
samples, confidence 0.99999 and variance 0.00001. And colored spheres :P
Took four hours. I'll attach it to the *next* message.
> I've never gone beyond opening up the source code and deciding it's pretty
> complicated, but it took about ten minutes to patch this into POV-Ray, at least
> for circular apertures. At ~line 650 in render.cpp, all you have to do is
> select new random points until (x*x+y*y)<1.0. Custom bokeh could be easily
> loaded from an image and sampled randomly. There's some details I may have
> neglected about 37 samples on a hex grid or something, but it seems like
> someone who knows what they're doing could patch a circular_aperture keyword
> into the syntax in a matter of minutes. Much like circular for area_lights.
> I'll post an image in a little bit showing the utility of such a command. Very
> nice effect, although slow to render. Perhaps adaptive sampling, something like
> AA, could be used to locate the bright spots and send more samples there.
> You'll notice in these images that the bokeh are just below a comfortable noise
> threshold, but the rest of the scene is extremely oversampled. That fix might
> not be so easy, but if it could be accomplished, would make the focal_blur much
> more powerful.
Well I don't think I would attempt it either :) Last time I looked at
the code, I saw focal blur code was scattered all over POV instead of
self-contained somewhere... But maybe that was just me.
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