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From: Elias Penttilä
Subject: Glass of water
Date: 8 May 2002 09:58:35
Message: <3cd92f0b@news.povray.org>
Hi, this is just my three day modeling and two day rendering test, it's not
perfect, but I won't render it again for awhile.

"Rendering time 2d 19h 31m 03s."


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From: Tim Nikias
Subject: Re: Glass of water
Date: 8 May 2002 10:41:09
Message: <3CD938DE.44E0E9C3@gmx.de>
Hm. How about stats like photon-spacing, radiosity-values,
max_trace_level...?
Triangles in scene, or blob? Isosurface? Image-maps?



> Hi, this is just my three day modeling and two day rendering test, it's not
> perfect, but I won't render it again for awhile.
>
> "Rendering time 2d 19h 31m 03s."

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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From: jkb
Subject: Re: Glass of water
Date: 8 May 2002 10:47:23
Message: <3cd93a7b@news.povray.org>
How about the source? I'm especially interested in your glass material
settings.

John


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From:
Subject: Re: Glass of water
Date: 8 May 2002 10:51:33
Message: <3cd93b75@news.povray.org>
"Tim Nikias" <tim### [at] gmxde> wrote in message
news:3CD938DE.44E0E9C3@gmx.de...
> Hm. How about stats like photon-spacing, radiosity-values,
> max_trace_level...?
> Triangles in scene, or blob? Isosurface? Image-maps?

Only normal primitives with CSG and the superellipsoids on the back wall and
wooden panels below the table. The room is a small closed room with one
CSG-carved window that you can see in the reflection. Small bubbles in the
water are randomly placed on the glass surface. Lighting is a combination of
a bluish sky_sphere and a bright yellowish area_light.
Photons were used only on the glass, water and table with default settings
and a count of 1000000 (one million). Radiosity with the default settings
except count 100, error_bound 1.0 and recursion_limit 5. I got some black
areas on the glass as I began with this scene, so I upped the
max_trace_level to 100 with no notable speed decrease.


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From:
Subject: Re: Glass of water
Date: 8 May 2002 11:05:14
Message: <3cd93eaa@news.povray.org>
"jkb" <joh### [at] hotmailcom> wrote in message
news:3cd93a7b@news.povray.org...
> How about the source? I'm especially interested in your glass material
> settings.

Basic glass.inc definitions and the ones I used were:
pigment { Col_Glass_Clear }
finish { F_Glass8 }
interior { I_Glass1 }

The source will be posted to p.b.s-f.


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From: Timothy R  Cook
Subject: Re: Glass of water
Date: 8 May 2002 13:33:41
Message: <3CD96175.95EBFED@bellsouth.net>

> Hi, this is just my three day modeling and two day
> rendering test, it's not perfect, but I won't render
> it again for awhile.

Bah, it's a photo.

-- 
Tim Cook
http://personal.lig.bellsouth.net/lig/z/9/z993126

-----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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From: Michael Goldshteyn
Subject: Re: Glass of water
Date: 9 May 2002 10:40:23
Message: <3cda8a57@news.povray.org>
I enhanced/modified the image a little using Photoshop, see if you like it!
I am also going to try rendering it larger on a 1 GHz machine over the
entire weekend and performing the same corrections..

Mike


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From:
Subject: Re: Glass of water
Date: 9 May 2002 10:45:00
Message: <3cda8b6c$1@news.povray.org>
"Michael Goldshteyn" <mik### [at] wwacom> wrote in message
news:3cda8a57@news.povray.org...
> I enhanced/modified the image a little using Photoshop, see if you like
it!
> I am also going to try rendering it larger on a 1 GHz machine over the
> entire weekend and performing the same corrections..

Very nice! I especially like the bluish water/liquid. It makes the image
sharper. Maybe I should've toned down the yellow light a little and used a
little bit less focal blur. Waiting to see your render.


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From: Michael Goldshteyn
Subject: Re: Glass of water
Date: 9 May 2002 10:50:20
Message: <3cda8cac$1@news.povray.org>
Here is what I did:

I auto-leveled/color corrected it, which removed the slightly "yellowish"
cast. Then, I selected just the glass. I did a hue adjustment on the glass
selection to make it more natural looking. Then I slightly desaturated the
rest of the scene (i.e. scene minus glass) to make the glass stand out more.
Finally, I applied an unsharp-mask to sharpen the entire image ever so
slightly.

What I did not do, but will for the larger scene:

The photon effects need a hue adjustment, as well, to be more inline with
the new hue of the glass. I am wondering if all of this could be made easier
by simply changing the glass color to a shade of blue, but in any case it
did come out looking nice, if I do say so myself :) .

Mike


message news:3cda8b6c$1@news.povray.org...
> "Michael Goldshteyn" <mik### [at] wwacom> wrote in message
> news:3cda8a57@news.povray.org...
> > I enhanced/modified the image a little using Photoshop, see if you like
> it!
> > I am also going to try rendering it larger on a 1 GHz machine over the
> > entire weekend and performing the same corrections..
>
> Very nice! I especially like the bluish water/liquid. It makes the image
> sharper. Maybe I should've toned down the yellow light a little and used a
> little bit less focal blur. Waiting to see your render.
>
>


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From: Michael Goldshteyn
Subject: Re: Glass of water
Date: 9 May 2002 10:55:22
Message: <3cda8dda$1@news.povray.org>
I forgot to ask, btw, what +a +r settings did you use for the trace you
posted?

Thanks,

Mike


message news:3cda8b6c$1@news.povray.org...
> "Michael Goldshteyn" <mik### [at] wwacom> wrote in message
> news:3cda8a57@news.povray.org...
> > I enhanced/modified the image a little using Photoshop, see if you like
> it!
> > I am also going to try rendering it larger on a 1 GHz machine over the
> > entire weekend and performing the same corrections..
>
> Very nice! I especially like the bluish water/liquid. It makes the image
> sharper. Maybe I should've toned down the yellow light a little and used a
> little bit less focal blur. Waiting to see your render.
>
>


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