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http://news.povray.org/3d686367@news.povray.org
Hopefully the URL above will go to the right place, using the web interface.
Suggested by Artis there, that I post the renderings here too. Explained
some at my posting in p.b.s-f. and Alessandro's message in this group
earlier http://news.povray.org/v2cfmu8nlr81dakmafb7h9p63hkqpejpel@4ax.com
Also, http://news.povray.org/3d692676@news.povray.org
--
hughes b
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Attachments:
Download 'maya-pov_tests.jpg' (22 KB)
Preview of image 'maya-pov_tests.jpg'
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Hehe, cool. It's not easy to break POV. Obviously these are close to the
originals, but not similar. Yours may have less artifacts, but I don't know
what's most realistic. The light intensity and area light sizes are
different from the originals.
Did the render times sky rocket?
The URL's work fine.
-Hugo
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"Hugo" <hua### [at] post3teledk> wrote in message
news:3d69e6a8@news.povray.org...
> Hehe, cool. It's not easy to break POV. Obviously these are close to the
> originals, but not similar. Yours may have less artifacts, but I don't
know
> what's most realistic. The light intensity and area light sizes are
> different from the originals.
>
> Did the render times sky rocket?
No, was fast rendering really on this 800MHz P3 notebook. Only major
slowdown was by using +a0.0 on that Emission test. I don't know why that
would affect it since the only objects are the floor and lights (made of
polygons). It's as if the area lights were factored in the AA on the floor,
that being just the one surface of a box. Also, in that scene, the light
intensities are meant to be equal and they definitely don't appear so.
Possibly because of the grid of lights spreading the light around,
specularly.
In the Large Spatial Extents, I could only get decent shadows by using a
much larger area light overhead; and a point light instead of spotlight
(both are area lights though) said to point up as the web page text
describes.
A bit of a disappointment to not find significant photons from the
reflective cube of the Complex Illumination Paths test. And the radiosity
brightness value had to be increased much above default for the regular
diffuse cube.
Like I've said before, it could all probably be adjusted way beyond what I
attempted. Still, there were some surprises for me since I expected I could
probably get very nearly the same results from POV-Ray as those of the Maya
ones.
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