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Op 18/06/2021 om 19:08 schreef Norbert Kern:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> The Master did it again.
>>
>> What can I say? It is the kind of scene we would like to emulate but
>> somehow we always stay far behind. Very inspiring indeed.
>>
>> The brook's water is very well done. I guess the surface is one of the
>> many meshes? with the proper media of course.
>>
>> These kind of landscapes are your trademark without any doubt.
>>
>> What I do doubt however, is whether I could manage a 22 GB memory usage
>> on my systems (for rendering the scene?)
>>
>> --
>> Thomas
>
>
> Thanks Thomas,
> water is a mesh indeed, but it doesn't look very special. I think a heightfield
> made with an averaged wrinkles / rigded_mf pattern could do it too.
Well, it is perfectly doing its job.
> The water material is simple -
> texture {
> pigment {color rgbt <0.25,0.35,0.2,1>}
> normal {
> average
> normal_map {
> [1 wrinkles 0.04 scale 50]
> [1 granite 0.01 scale 0.5]
> [1 bumps 0.14 warp {turbulence 1} scale 0.03]
> [1 bumps 0.1 warp {turbulence 0.5} scale 0.0003]
> }
> }
> finish {
> ambient 0
> diffuse 0.3
> reflection {0.03, 1 fresnel on metallic 0.3}
> specular 5
> roughness 0.003
> }
> }
> interior {
> ior 1.33
> caustics 2
> fade_distance 0.4
> fade_power 1001
> fade_color <0.5,0.7,0.4>
> }
>
I notice that you use /some/ color in the rgbt of the water, despite a
transmit of 1. Personally, I have not noticed this approach did add
anything (I may be wrong) and simply use rgbt 1, in general. Using
'filter' would be a different matter of course.
> Starting point of the image was a 76 MB obj file with stones and water.
> I split it in 7 parts and used the displacement function of Poseray. In the end
> I had 7 large meshes (> 1.1 GB in sum).
>
Very good. I am increasingly using the displacement function of Poseray.
It does not get all the attention that it merits.
--
Thomas
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