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Attachments:
Download 'subject_a.jpg' (71 KB)
Download 'subject_b.jpg' (60 KB)
Preview of image 'subject_a.jpg'
Preview of image 'subject_b.jpg'
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Lower POV?
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My guess is that image A is POV and B is Bryce
/ martin
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a) bryce
b) POV
Differences:
1) anti-aliasing (b appears to be POV AA method 1)
2) blurred reflection on floor
3) spotlight falloff
4) soft-shadows (slight differences)
-Nathan
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I don't know but I hope it's the one with soft reflections on the floor. On
the other one, the blue ball looks flat.
Hugo
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"Nathan Kopp" <pov### [at] nkoppmailshellcom> schrieb im Newsbeitrag
news:3d679b18$1@news.povray.org...
> a) bryce
> b) POV
>
> Differences:
> 1) anti-aliasing (b appears to be POV AA method 1)
> 2) blurred reflection on floor
> 3) spotlight falloff
> 4) soft-shadows (slight differences)
ACK!
> -Nathan
Thies
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Bryce is the one with soft reflections. I wish I knew of a way of doing that
in POV.
Hugo <hua### [at] post3teledk> wrote in message
news:3d67a360$1@news.povray.org...
> I don't know but I hope it's the one with soft reflections on the floor.
On
> the other one, the blue ball looks flat.
>
>
> Hugo
>
>
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Nathan Kopp <pov### [at] nkoppmailshellcom> wrote in message
news:3d679b18$1@news.povray.org...
> a) bryce
> b) POV
>
> Differences:
> 1) anti-aliasing (b appears to be POV AA method 1)
I know. It doesn't seem as good as the Bryce anti-aliasing. Far too chunky.
> 2) blurred reflection on floor
> 3) spotlight falloff
> 4) soft-shadows (slight differences)
>
> -Nathan
>
>
>
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"IMBJR" <no### [at] spamhere> wrote in message news:3d67c4ea@news.povray.org...
> Bryce is the one with soft reflections. I wish I knew of a way of doing
that
> in POV.
>
See section 6.7.2 of POV 3.5 docs...
--
Pandora/Scott Hill/[::O:M:C::]Scorpion
Software Engineer.
http://www.pandora-software.com
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> > 1) anti-aliasing (b appears to be POV AA method 1)
>
> I know. It doesn't seem as good as the Bryce anti-aliasing.
But it's easy to improve:
+AM2 +A0.15 +R2 -J
> Bryce is the one with soft reflections. I wish I knew of a way
> of doing that in POV.
Try this:
global_settings { assumed_gamma 1 max_trace_level 3 }
#default { finish { ambient .025 brilliance 1.5 } }
camera { location <0,11,-18> look_at 2*y }
light_source { <-100,100,-100>,13000
fade_distance 1 fade_power 2
area_light x*23,y*23,4,4 adaptive 1 circular orient
}
#local Input=texture {
pigment { rgb .3 }
finish { reflection .5 }
};
#local Blur_Layers=32;
#declare Blur_Tex=texture { average texture_map {
#local Count=0;
#local r_stream=seed(0);
#while(Count<Blur_Layers)
[ 1 Input normal { bumps scale 500
translate 150*rand(r_stream) } ]
#local Count=Count+1;
#end
}};
sphere { 5*y,5
pigment { rgb .9*y }
finish { specular .2 roughness .005 }
}
plane { y,0 texture { Blur_Tex } }
// .........
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