POV-Ray : Newsgroups : povray.binaries.images : Glasses Server Time
15 Nov 2024 20:17:39 EST (-0500)
  Glasses (Message 1 to 10 of 15)  
Goto Latest 10 Messages Next 5 Messages >>>
From: Fernando Gonzalez del Cueto
Subject: Glasses
Date: 28 Apr 2003 10:41:53
Message: <3ead3db1@news.povray.org>
I made this scene some months ago, and decided to re-render it with higher
settings and different textures and tweakings.

It has some focal blur, I might retry it with a higher focal blur.

Time to render 29 hours.

I hope you like it. Comments/suggestions are welcomed.

Fernando.


Post a reply to this message


Attachments:
Download 'VasoFinal.JPG' (256 KB)

Preview of image 'VasoFinal.JPG'
VasoFinal.JPG


 

From: Harold
Subject: Re: Glasses
Date: 28 Apr 2003 11:17:11
Message: <3ead45f7$1@news.povray.org>
Great! Wonderful job on modeling the cut glass.
I like this a lot and it makes good use of POV-Ray's
capabilities. I would say, not as a criticism, but
observation, that the caustics seem too bright, too
intense. However, that may be intentional. Another
point is that this type of glass has a more sharply
defined outer rim. I have noticed that it is not easy to
model with something like sPatch or Hammapatch.
I think the rim needs to be modeled
 _
/  \

with two points close together rather than

/\

with one point, because of the way spline patch
normals are rendered. Although, I have not tried
this yet.

Harold

"Fernando Gonzalez del Cueto" <fgd### [at] hotmailcom> wrote in message
news:3ead3db1@news.povray.org...
> I made this scene some months ago, and decided to re-render it with higher
> settings and different textures and tweakings.
>
> It has some focal blur, I might retry it with a higher focal blur.
>
> Time to render 29 hours.
>
> I hope you like it. Comments/suggestions are welcomed.
>
> Fernando.
>
>
>


Post a reply to this message

From: Christoph Hormann
Subject: Re: Glasses
Date: 28 Apr 2003 12:26:28
Message: <3EAD5633.FE2C5CAE@gmx.de>
Fernando Gonzalez del Cueto wrote:
> 
> I made this scene some months ago, and decided to re-render it with higher
> settings and different textures and tweakings.
> 
> It has some focal blur, I might retry it with a higher focal blur.
> 
> Time to render 29 hours.
> 
> I hope you like it. Comments/suggestions are welcomed.

Good modelling work on the glass but the ground shows all indications for
poor usage of image maps.  Don't take this too seriously, it is very
difficult to make well and i have seen a lot of pictures by professionals
that were much worse, none the less i like to point it out.  

The main problems about image maps for rough surfaces like this are: 

- the inherent lighting of the image maps does not harmonize with the
scene.  Possible solutions are to either use an image map with a lighting
very similar to that in the scene (quite impossible for caustics like
this) or to remove the lighting from the image map.  For very rough
surfaces this is nearly impossible, in any case it usually requires a lot
of handwork and experience (Kari Kivisalo did some quite impressive tests
for that).  
- when the image map is only applied to a flat surface, possibly with a
bump map derived from it, the surface lacks self shadowing effects which
are quite important for realistic appearance.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Steve
Subject: Re: Glasses
Date: 28 Apr 2003 16:39:07
Message: <slrnbar28n.gva.steve@zeropps.org.uk>
On Mon, 28 Apr 2003 09:41:39 -0500, Fernando Gonzalez del Cueto wrote:
> I made this scene some months ago, and decided to re-render it with higher
> settings and different textures and tweakings.
> 
> It has some focal blur, I might retry it with a higher focal blur.
> 
> Time to render 29 hours.
> 
> I hope you like it. Comments/suggestions are welcomed.

That concrete is beautiful. 

-- 
sphere{z*5,1pigment{rgb.5}finish{reflection.3specular.5}}box{<-50,-3,-50>
<50,-2,50>pigment{checker/*\__\\__/  * \_\\__*/scale 2}finish{ambient.7}}
light_source/*__\\__\\__\\__\\__\(    ~ )\__\\__\\__\\__\\*/{<2,5,1>*4,1} 
/*\\__\\__\\__\\__\\__\\__\\__\\__\~  -/__\\__\\__\\__\\__\\*//* Steve */


Post a reply to this message

From: Steve
Subject: Re: Glasses
Date: 28 Apr 2003 16:39:08
Message: <slrnbar2in.gva.steve@zeropps.org.uk>
On Mon, 28 Apr 2003 18:26:27 +0200, Christoph Hormann wrote:
> - when the image map is only applied to a flat surface, possibly with a
> bump map derived from it, the surface lacks self shadowing effects which
> are quite important for realistic appearance.

Hmm, I must be loosing my touch, I thought the ground was great. 

I havn't been in p.b.i for quite a long time. 

-- 
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve


Post a reply to this message

From: Andrew Coppin
Subject: Re: Glasses
Date: 28 Apr 2003 16:52:36
Message: <3ead9494$1@news.povray.org>
Hey, this is fantastic!

Andrew.


Post a reply to this message

From: Fernando Gonzalez del Cueto
Subject: Re: Glasses
Date: 28 Apr 2003 17:22:42
Message: <3ead9ba2$1@news.povray.org>
Hi Harold,

Perhaps I'm not understanding you very well, because according to me, the
outer rim is quite rounded. Or perhaps you're saying that it should be less
smooth? Or even more rounded?

Thanks for your comments!

Fernando.


news:3ead45f7$1@news.povray.org...
>
> Great! Wonderful job on modeling the cut glass.
> I like this a lot and it makes good use of POV-Ray's
> capabilities. I would say, not as a criticism, but
> observation, that the caustics seem too bright, too
> intense. However, that may be intentional. Another
> point is that this type of glass has a more sharply
> defined outer rim. I have noticed that it is not easy to
> model with something like sPatch or Hammapatch.
> I think the rim needs to be modeled
>  _
> /  \
>
> with two points close together rather than
>
> /\
>
> with one point, because of the way spline patch
> normals are rendered. Although, I have not tried
> this yet.
>
> Harold


Post a reply to this message

From: Fernando Gonzalez del Cueto
Subject: Re: Glasses
Date: 28 Apr 2003 18:37:16
Message: <3eadad1c$1@news.povray.org>
Thanks Andrew :)


news:3ead9494$1@news.povray.org...
> Hey, this is fantastic!
>
> Andrew.


Post a reply to this message

From: Fernando Gonzalez del Cueto
Subject: Re: Glasses
Date: 28 Apr 2003 18:37:40
Message: <3eadad34$1@news.povray.org>

news:slr### [at] zeroppsorguk...
> On Mon, 28 Apr 2003 09:41:39 -0500, Fernando Gonzalez del Cueto wrote:
> > I made this scene some months ago, and decided to re-render it with
higher
> > settings and different textures and tweakings.
> >
> > It has some focal blur, I might retry it with a higher focal blur.
> >
> > Time to render 29 hours.
> >
> > I hope you like it. Comments/suggestions are welcomed.
>
> That concrete is beautiful.

Thanks Steve, I'm glad you liked it :)


Post a reply to this message

From: Txemi Jendrix
Subject: RE: Glasses
Date: 28 Apr 2003 18:48:25
Message: <3eadafb9@news.povray.org>

de noticias 3ead3db1@news.povray.org...
> I made this scene some months ago, and decided to re-render it with higher
> settings and different textures and tweakings.
>
> It has some focal blur, I might retry it with a higher focal blur.
>
> Time to render 29 hours.
>
> I hope you like it. Comments/suggestions are welcomed.

Muy bueno Fernando!!!
It's a great image, and I also think the ground is great
(my daughters also do so), and the glasses are very well
modelled, with a lot of detail (Rhino?).
The caustics are a bit exagerated but I love photons ;-).
Don't keep such beauties in your HD.
Show us more.
Bye

Txemi Jendrix
http://www.txemijendrix.com


Post a reply to this message

Goto Latest 10 Messages Next 5 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.