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Op 21/11/2020 om 22:54 schreef Norbert Kern:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> What I always find difficult to emulate is the light combined with the
>> texture/transparency of the leaves. I have your technique about the
>> leaves (faked translucency mapping) and also use double_illuminate. It
>> is the atmospheric media which is often difficult to do. Isotropy is
>> fairly straightforward, but I often prefer the use of Henyey-Greenstein
>> scattering withou too extreme eccentricity.
>>
>> --
>> Thomas
>
>
>
> Hi Thomas,
>
> in my last images I divide them in a diffuse and a media part. It doubles the
> render times, but there is no way to reproduce the quality when doing it
> combined.
>
> I'm not totally sure, but some related issues seem to evaporate by this approach
> too...
> The way I do the media render is to simply multiply the diffuse, specular, phong
> and reflection values with zero (I hate this procedure by the way).
>
Interesting. So, if I understand you correctly, you combine two separate
renders, one without media but with fullfledged finish, and one with the
media but with zeroed finish. Forgive me, I think you have already
explained this in the past, but I cannot find the place.
>
> And wow, you are really in the media types - fantastic!
> I simply tested the media types and used the best looking - here's my setup
The media type used depends heavily imo of the light position in the
scene and the effect wanted. Sometimes, isotropic media is just fine,
sometimes you need a more sophisticated approach.
>
>
> #version 3.7;
>
> global_settings {
> assumed_gamma 1
> max_trace_level 5
> noise_generator 2
> }
>
> #include "stdinc.inc"
>
> light_source {
> <0,0,95131>,
> srgb 2.5
> area_light <1000,0,0>, <0,1000,0> 5,5 adaptive 0 jitter circular orient
> rotate <-52,160,0>
> }
>
> box {
> <-35,-0.8,-80>, <35,90,30>
> hollow
> material {
> texture {
> pigment {color rgbt 1}
> }
> interior {
> media {
> scattering {3, 0.005}
> intervals 1
> samples 50
> }
> }
> }
> }
>
> I mostly use standard finishes (65 meshes used in this image, perhaps 250
> textures - no way to adapt them all individually - so "finish {specular 0.3
> roughness 0.0003 diffuse 0.6 ambient 0}" has to do it...
>
Thanks indeed. I shall play with this.
--
Thomas
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