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the main problem with 3d in general is that the scene/textures/anything are
to 'perfect' (most of my scenes I do do in 'hyper realism' though. its only
a few times I like to get the less then perfect 'real world')
for textures, noise is your friend. one thing I think pov could use is
fractal noise, this seems to be better then the other types of noise imo
also a fully extensible shading language ala renderman wouldn't hurt either
.....
I was only trying to get the vase thing to look photorealistic. I think one
of the problems might be is that the vase was just a massive triangle mesh
(exported from rhino). I can't see anyway to construct it nativly in pov
(and I wouldn't either, I do all my modelling in rhino these days)
I still say the shadows are to washed out. maybe some day I'll retweak them
, after I purchase that dual ghz comp :)
rco### [at] yahoo com (ryan constantine) wrote in
<3957C07D.ACCDCC57@yahoo.com>:
>there are two books i want to get about photorealism in 3d that got
>really good reviews. both are platform and application independant. i
>can't recall the exact titles off the top of my head, but i believe the
>first was simply, "3d photorealism" and the second was "advanced 3d
>photorealism" both by the same guy.
> i think the main thing one needs for photrealism is composition. for
>example, my house is by no means messy, but at the same time, i haven't
>placed my coffee table exactly perpedicular to the walls. it's off a
>little due to human error and the fact it gets bumped around sometimes.
>pictures aren't hung on the walls exactly straight, table arrangements
>aren't exactly centered, magazines aren't stacked perfectly, there is
>fabric on various items that doesn't lay uniformly (hard to do in pov),
>and there is simply a lot of stuff and modelling them all would be hard
>to do. even hardback books don't stand completely upright unless they
>are squeezed in tight. starting to see what i mean? in fact, i think
>this is the area that povers need to work on the most.
> the next main thing is textures. this is very difficult to do in
>pov. i'm not sure why. i mean, other packages come with all kinds of
>nifty textures that are perfect to use 'off the shelf', but povers have
>a heck of a time (myself included) finding textures that are even close
>to the right thing. and i'm not sure if that is a fault of the user, or
>of the application. but it seems to me that it shouldn't take hours or
>days to find one texture good enough to be photorealistic (like battle
>damage on a spaceship). the best solution i have seen in pictures is
>the use of image maps. gilles' and h.e.day's best pics use them a lot.
>this gives the user control over exactly how something looks, but it
>requires the person to be proficient in a paint program. it also (in my
>opinion) precludes the option of making a group of the same object, each
>with a unique look (like the battle damage i'm still looking for). it
>may be that pov simply needs to find out how other apps do their 3d
>textures and see if any can be incorporated into pov.
> i think someone mentioned modelling as another point, but that seems
>pretty obvious and it is the easiest thing to work on and finish to
>satisfaction.
> your pic looks good. maybe what you could have used is something
>behind the picture, but in front of the light to cast soft shadows, or
>use a table instead of a plane, or choose a background color more the
>color of a neutral wall color. or you could have put it on a pedestal
>or in a wall niche like in a museum; something to give it a location and
>not mak it look like it is just a piece of glass on some eternal plane.
>hope some of this helps and good luck.
>
>daishi wrote:
>>
>> anyone have any tips/pointers/urls/include files or anything to help
>> with photorealistic rendering in pov-ray? I can't seem to get my
>> images to that level of quality, the best I have done so far is (
>> http://daishi.50megs.com/glass_thingie.html )
>>
>> which took 85+ hours to render on my PIII733 (most likely cause of all
>> the tiny groves and high AA I had to use to get rid of the 'jaggies' )
>>
>> thanx in advance
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