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Stunningly realistic materials & rendering techniques. I genuinely thought
it was a photo.
I'm half tempted to out-do you by printing a piece of paper with a grid of
measurements & pov logos and taking a photo of an ornament, to demonstrate
*total* photo realism! Mwahahaha!
I'd had a similar thought about user defined cameras and stochastic
sampling, primarily because pov's apeture shape for focal blur is a cube,
which is unlike any camera that could ever be built! But I gave up when the
calculations for a nice random distribution on a 5-blade iris started to
hurt my brain. If you crack it (the problem, not my brain) I'd love to see
the code!
--
Tek
http://evilsuperbrain.com
"Edouard" <pov### [at] edouardinfo> wrote in message
news:web.4bda380478961eac21619a220@news.povray.org...
> Hi all - I ended up with a little bit of time, so I thought I'd try
> combining
> some of my techniques into a test render to see what sort of quality I
> could
> get.
>
> This is a high quality mesh of a Buddha (from Jotero.com I think) with one
> (approx) 40x40x40 DF3 proximity pattern applied to three textures (bronze,
> stone
> and steel).
>
> The environment map is an HDR lightprobe I did of my old office (with a
> nice
> balance of outside and inside lighting).
>
> The lighting rig consists of 64 area lights generated by LighMapGen. I set
> the
> "no_radiosity" flag on the environment map, and then turned on a very low
> quality radiosity pass (20 samples) with a recursion limit of 1.
>
> The scene was then rendered in multiple passes using animation and my
> Camera35mm
> macros running in "stochastic rendering mode", which gives rise to the
> anti-aliasing, focal blur and blurred reflections (on the stone).
>
> Each pass of the 1280x720 scene took approx 2 minutes, and I let it run
> over
> night, and in the morning combined about 300 passes into the final image.
>
> Everything was rendered on my 2.26MHz MacBook Pro in the 64-bit bui;d of
> POV-Ray
> 3.7 b36.
>
> I'll also post a comparison shot of very high quality radiosity on the
> same
> scene, which gives almost identical lighting in it's 7 hour render, but
> without
> anti-aliasing, focal blur or blurred reflections.
>
> The main area I'm unhappy with is the focal blur - it's not as smooth as I
> would
> like. I know another few hundred passes would fix that, but I think I've
> thought
> up a great way to use the user_defined camera functions to end up with
> better
> quality in about 1/4 the time. It's a shame I don't have them in POR-Ray
> 3.7!
>
> Comments? Questions?
>
> Cheers,
> Edouard.
>
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