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Simple scene to test some metallic textures.
The tiles are textured with eval_pigment (which makes things a lot faster),
and the spheres are placed with my clutter macro.
It's my first try with *real* focal blur, and I'm quite impressed... I
thought it would look grainy... and, I may be wrong, but its sampling method
looks even better than aa method 2 to me...
Cheers,
--
Jonathan
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Attachments:
Download 'dof.jpg' (76 KB)
Preview of image 'dof.jpg'
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It's always amazing to see how a little focal blur can add so much realism
to a scene. :)
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"JRG wrote
> The tiles are textured with eval_pigment (which makes things a lot faster),
> Jonathan
>
You lost me there ... what are you evaluating ?
and ... faster than what ???
Sorry ... I'm confused. ( nothing new for me ;)
--
Y
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JRG wrote:
> Simple scene to test some metallic textures.
Nice pic. What metals are the spheres supposed to present? The "iron"
ones (white) look very real. The yellow ones (gold? brass?) do not look
very good. They look more like a plastic metallic spheres hung on x-mas
tree than real metal. I encountered similar problems when I tried to
create realistic antique gold texture based on your magnificent
iridescent metal but failed miserably. I think at the basic problem with
your spheres is that they are too polished and reflective; real gold
tends to not reflect a much, but instead it has highlights that have
this far been resisted all my attemps to model them with POV-Ray.
Combining strong highlites with a little different colour than the
diffuse color of the metal and possibly using blurred reflection is my
best guess right now.
In fact I almost came to conclusion that it's impossible to model
real-looking gold with POV-Ray, but you guys have repeatedly proved my
asumptations of this kind false, so I expect you to do it this time too.
One problem with gold is that it is not possible to have a real life
look at any golden item, that would have big smooth surfaces. I have to
rely on few very small gold items I own and to pictures. And almost all
the pictures are taken in studio environments, with no possibility to
know about lighting, surroundings etc. I have also noticed, that ancient
gold items semm to look more greenish, at least on hightlights, than
modern gold items - is this due to differences in alloy, environment of
the items in photographs or something completely else is something I
have not been able to find out this far.
The copper spheres (reddish brown) in your pic can't be judged, because
none of them are clearly visible.
--
/"\ | iki.
\ / ASCII Ribbon Campaign | fi/
X Against HTML Mail | zds
/ \
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They main problem with POV-Ray's focal blur is just that the *default*
settings produce a very grainy result, which is a shame because it gives
people the wrong impression.
Fine-tuning the focal blur parameters can indeed give an excellent result
even without the rendering time going through the roof.
The biggest advantage of using POV-Ray's own focal blur is physical
correctness. This can be seen specially in reflections (and refractions
if there would be any): It's impossible to get a physically correct
result in reflections/refractions with the post-process focal blur.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Warp wrote:
>
> The biggest advantage of using POV-Ray's own focal blur is physical
> correctness.
Does it obey these equations?
http://www.outsight.com/hyperfocal.html#math
If I set the focal point to hyperfocal distance everything beyond
that should be in focus.
_____________
Kari Kivisalo
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Warp wrote:
> The biggest advantage of using POV-Ray's own focal blur is physical
> correctness.
except for the fact that features in the blur (for example, the
highlights on the most blurred spheres) appear to diffuse into a square
shape due to the way pov distributes the blurring rays.
What would be ultra nice is if pov could send out rays in a circular
pattern or even hexagonal to mimic more closely the shape of a real
camera's apeture.
The way pov does it now isn't that obviously wrong, but i've had a few
circumstances where the square artifacts have been dissappointing.
see attatched pic for illustration of my point:
Post a reply to this message
Attachments:
Download 'bppixie_brokeh.jpg' (22 KB)
Preview of image 'bppixie_brokeh.jpg'
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> Simple scene to test some metallic textures.
> The tiles are textured with eval_pigment (which makes things a lot
faster),
> and the spheres are placed with my clutter macro.
> It's my first try with *real* focal blur, and I'm quite impressed... I
> thought it would look grainy... and, I may be wrong, but its sampling
method
> looks even better than aa method 2 to me...
focal blur is truly a wondrous thing (and helps hide so much in the way of
shoddy backgrounds) - pity it renders like a pig :)
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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This is a very pretty image! Any chance for a larger version, say 1280x1024?
(hint, hint).
regards,
Simen Kvaal.
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3b881e41@news.povray.org...
> Simple scene to test some metallic textures.
> The tiles are textured with eval_pigment (which makes things a lot
faster),
> and the spheres are placed with my clutter macro.
> It's my first try with *real* focal blur, and I'm quite impressed... I
> thought it would look grainy... and, I may be wrong, but its sampling
method
> looks even better than aa method 2 to me...
>
> Cheers,
>
> --
> Jonathan
>
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"Y" <Hos### [at] nettaxicom> ha scritto nel messaggio
news:3b882a7f@news.povray.org...
> "JRG wrote
> > The tiles are textured with eval_pigment (which makes things a lot
faster),
> > Jonathan
> >
> You lost me there ... what are you evaluating ?
The single color of each tile.
> and ... faster than what ???
Than setting the color inside the loop which places the tiles, something
like #declare p1=0; #if (p1=0) #declare Color=red #else ...
--
Jonathan
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