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> normal {
> quilted control0 0.5 control1 1
> rotate y*45
> scale <1,1,0.4>
> }
Well, there's you're problem! This sort of pattern will quickly develop
moire! :) Use something like bumps. Or better yet, use Ron's blurred
reflection trick. I'll go whip up a version of this using his technique and
post it for you.
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I hope this does what you want. I didn't make it super-smooth because I
figured you wanted a little graininess.
camera {
right x*image_width/image_height
location <-80.0, 180.0, 25.0>
look_at <-120.0, 120.0, 160.5>
}
light_source { <0, 0, 0>
color 1
area_light <2, 0, 0>, <0, 2, 0>, 20, 20
adaptive 1
jitter
circular
orient
translate <0, 250, 100>
photons{refraction on reflection on}
}
difference
{
box {-1000,1000}
box {-999,999}
pigment {rgb 1}
}
#declare Metal =
texture
{
pigment
{
rgb <0.39, 0.41, 0.43>
quick_color rgb 0.5
}
finish
{
diffuse 0.8 brilliance 5
specular 0.80 roughness 0.01
metallic on
reflection {0.65 metallic}
}
}
#declare BlurredMetal =
texture
{
average
texture_map
{
#declare I = 0;
#declare S = seed(7);
#while (I<50)
[1
Metal
normal
{
bumps scale 0.1 triangle_wave bump_size 0.125
translate <rand(S),rand(S),rand(S)>*0.2
}
]
#declare I = I + 1;
#end
}
}
plane {y, 89.5 texture {BlurredMetal}}
sphere {y*109.5,20 pigment {red 1} translate <-120,0,160.5>}
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"Tony[B]" <ben### [at] catholic org> wrote in message
news:3c1367df@news.povray.org...
> Well, there's you're problem! This sort of pattern will quickly develop
> moire! :) Use something like bumps. Or better yet, use Ron's blurred
> reflection trick. I'll go whip up a version of this using his technique
> and post it for you.
>
Well, I kinda know that. I want to get rid of moire not the texture. :) That
kind of quadrangular bump pattern is on my kitchen counter.
I have already tried the blurred reflection trick on the sinks, but it's
sooo sloooow.
But thanks for your effort!
Ari-Matti
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> Well, I kinda know that. I want to get rid of moire not the texture. :)
That
> kind of quadrangular bump pattern is on my kitchen counter.
Well, if you want to be physically accurate I can't help you. I only
provided a solution that works so it looks right.
> I have already tried the blurred reflection trick on the sinks, but it's
> sooo sloooow.
I often forget I'm running at 1.33GHz... :)
> But thanks for your effort!
You're welcome.
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"Tony[B]" <ben### [at] catholic org> wrote in message
news:3c13bed5@news.povray.org...
> > I have already tried the blurred reflection trick on the sinks, but
> > it's sooo sloooow.
>
> I often forget I'm running at 1.33GHz... :)
>
Try replacing the plane in the scene you sent with this:
union {
box {<-999, 89.5, -999><-150.1, 0, 999> }
box {<-89.9, 89.5, -999><999, 0, 999> }
box {<-150.1, 89.5, -999><-89.9, 0, 135.4> }
box {<-150.1, 89.5, 185.6><-89.9, 0, 999> }
difference {
box {<-150.1, 89.5, 185.6><-89.9, 0, 135.4> }
box {<-150, 89.6, 185.5><-90, 69.5, 135.5> }
}
texture {BlurredMetal}
}
and you'll see that some things are slow even with 1.33GHz. Tracing that is
at least ten times slower than it was with just a plane. I guess there's no
way to optimize that difference. :(
Ari-Matti
(PS. Hmm.. I wounder what happens, if I put some glass objects in my
kitchen, increase the max_trace_level to make them trace correctly AND use
the blurred reflection with I < 50. ;) )
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> (PS. Hmm.. I wounder what happens, if I put some glass objects in my
> kitchen, increase the max_trace_level to make them trace correctly AND use
> the blurred reflection with I < 50. ;) )
Do NOT use blurred reflection on transparent objects. It's TOO slow to
fathom.
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Hi
I got stuck playing with the lighting. Still haven't finished the faucet.
And I have to some plates, pots, glasses etc. It's a shame the multiple
instances are gone.
This version was done with that Dynamic Range Compression magic. A bit dark
I guess.. All lighting experts, the stage is yours.
Btw. the only way to get rid of the moire seems to be a four times bigger
picture scaled down and man it takes long. One test without reflections was
nearly a day. Thanks to all who gave suggestions to the earlier problems. :)
Ari-Matti
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Attachments:
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Ari-Matti Leppanen wrote:
> [Image]
Hmm...I think the sink's a little small for the cabinets/light/tiles...
Other than that, I like it. Needs more clutter, tho, to add realism ;)
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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This definitely has that extra touch of realism that is missing
in plain vanilla renderings. The tube doesn't seem to be 36x1
in dimensions though, and my previous advice on the fade_distance
doesn't apply here unless you recalculated for the new geometry.
This a challenging scene for radiosity. Is the whole room modelled?
Just blank walls are enough for the out-of-frame parts and maybe
black patches for the window(s). The tonal balance looks ok for
sRGB image but more color variations would be nice. For the moire
I would try blurred version of the normal as normal map. If you
add glass to the scene the render time will explode unless it's
done is two steps.
The http news are broken at the moment so here's a NS link to
a thread where this glass and radiosity issue came up:
news://news.povray.org/3be39102%40news.povray.org
news://news.povray.org/3be532ca%40news.povray.org
First save the rad data from a "quick glass" render and reuse
it in the final render. The image is not important here so 1/2
resolution should be enough. Set glass or transparent objects like
this when saving rad data:
max_trace_level recursion_limit+1 (may need to be higher)
diffuse 0 ambient 0
no normal
no reflection
Then set them back to normal and:
load_file "rad.dat" always_sample off pretrace_start 1 pretrace_end 1
_____________
Kari Kivisalo
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Ari-Matti Leppanen wrote:
> I got stuck playing with the lighting. Still haven't finished the faucet.
> And I have to some plates, pots, glasses etc. It's a shame the multiple
> instances are gone.
> This version was done with that Dynamic Range Compression magic. A bit
> dark I guess.. All lighting experts, the stage is yours.
Very good lighting! What is the scene scale, and what fade_distance you
used? (only curious)
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org/
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