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Here's a sample image to show how captions can get fuzzy.
Post a reply to this message
Attachments:
Download 'duelall360227.JPG' (47 KB)
Preview of image 'duelall360227.JPG'
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Greg M. Johnson wrote:
> Here's a sample image to show how captions can get fuzzy.
Despite the "fuzziness" I really like the comic book cell effect. With
some planning and a good story you could put together a really
convincingly good looking comic!
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Thanks. Finally rounding up the characters for just that purpose.
http://pterandon.blogspot.com/
100% povray. (I even deleted the borrowed sPatch/Hamapatch model for the
hair on one of the women).
"Thomas Lake" <smi### [at] hotmailcom> wrote in message
news:41cf76c5$1@news.povray.org...
> Greg M. Johnson wrote:
>> Here's a sample image to show how captions can get fuzzy.
>
> Despite the "fuzziness" I really like the comic book cell effect. With
> some planning and a good story you could put together a really
> convincingly good looking comic!
Post a reply to this message
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Greg M. Johnson wrote:
> Thanks. Finally rounding up the characters for just that purpose.
> http://pterandon.blogspot.com/
> 100% povray. (I even deleted the borrowed sPatch/Hamapatch model for the
> hair on one of the women).
Neat. Hay isn't that The Flash in the back (4th from left) and do I
detect a bit of Cookie Monster/Elmo in the other guy in the back (2nd
from left) ;)
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Looks like this can be significantly improved by changing AA settings.
Try any or all:
- Turn off AA jitter (-J)
- Increase sampling depth (+R4 (or 5))
- Use AA method 2 (+AM2) (beware high sampling depths with this)
As for the straight lines, they'll still have their edges anti-aliased,
which may create a sort of blurring effect along their edges. (It shouldn't
be fuzzy if you get the AA right, but it won't be completely sharp either.)
This can be fixed, if it bothers you, by carefully placing the edges of the
object that makes the outline so that it lines up with the edges of pixels.
The best way to do that would be to make a macro which takes an (x,y)
coordinate and returns the nearest <x,y,z> on the image by using image_width
and image_height. Of course, the details depend on your camera position and
settings.
- Slime
[ http://www.slimeland.com/ ]
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Slime wrote:
| Try any or all:
|
| - Turn off AA jitter (-J)
| - Increase sampling depth (+R4 (or 5))
| - Use AA method 2 (+AM2) (beware high sampling depths with this)
|
~ - Use +A0.2 or +A0.1 instead of the default 0.3
Jerome
- --
******************************
* Jerome M. Berger *
* mailto:jbe### [at] ifrancecom *
* http://jeberger.free.fr/ *
******************************
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=TxFw
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Thanks. Yes, that was an attempt at a Flash-like costume.
I wasn't aiming for Elmo, but when I saw this rendering, I wanted to come up
with an algo for googly eyes where the irises bounce around.
"Thomas Lake" <smi### [at] hotmailcom> wrote in message
news:41cf9612$1@news.povray.org...
> Greg M. Johnson wrote:
>> Thanks. Finally rounding up the characters for just that purpose.
>> http://pterandon.blogspot.com/
>> 100% povray. (I even deleted the borrowed sPatch/Hamapatch model for the
>> hair on one of the women).
>
> Neat. Hay isn't that The Flash in the back (4th from left) and do I detect
> a bit of Cookie Monster/Elmo in the other guy in the back (2nd from left)
> ;)
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Thanks for this list of experiments.
It is possible that the macro you describe is within my coding ability, but
the mere idea of it makes my head hurt at this moment. ;-)
"Slime" <fak### [at] emailaddress> wrote in message
news:41cfa3b3@news.povray.org...
> Looks like this can be significantly improved by changing AA settings.
>
> Try any or all:
>
> - Turn off AA jitter (-J)
> - Increase sampling depth (+R4 (or 5))
> - Use AA method 2 (+AM2) (beware high sampling depths with this)
>
> As for the straight lines, they'll still have their edges anti-aliased,
> which may create a sort of blurring effect along their edges. (It
> shouldn't
> be fuzzy if you get the AA right, but it won't be completely sharp
> either.)
> This can be fixed, if it bothers you, by carefully placing the edges of
> the
> object that makes the outline so that it lines up with the edges of
> pixels.
> The best way to do that would be to make a macro which takes an (x,y)
> coordinate and returns the nearest <x,y,z> on the image by using
> image_width
> and image_height. Of course, the details depend on your camera position
> and
> settings.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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Greg M. Johnson nous apporta ses lumieres ainsi en ce 2004-12-26 21:21... :
>Here's a sample image to show how captions can get fuzzy.
>
>
>
>
In addition to what the other have said, you may try rgb 1.5 or more for
the background behind the text. It will still show white, but it will
cancell part of the aa. You may also try negative rgb value for the text
itself. Be sure that the text object is barely extruding from it's
background, like 0.00001 unit or less to prevent the sides from showing.
Alain
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And the winners are:
i) using less contrast in rgb between text and background 0.15 vs. 1.0
(higher made it horribly worse)!
ii) -J. It's interesting that the docs suggest it for anims anyway.
Anyone had an image that actually suffered artistically for having -J?
"Alain" <aze### [at] qwertygov> wrote in message
news:41d02228$1@news.povray.org...
> Greg M. Johnson nous apporta ses lumieres ainsi en ce 2004-12-26 21:21...
> :
>
>>Here's a sample image to show how captions can get fuzzy.
>>
>>
>>
>>
> In addition to what the other have said, you may try rgb 1.5 or more for
> the background behind the text. It will still show white, but it will
> cancell part of the aa. You may also try negative rgb value for the text
> itself. Be sure that the text object is barely extruding from it's
> background, like 0.00001 unit or less to prevent the sides from showing.
>
> Alain
Post a reply to this message
Attachments:
Download 'povcomiclite21.jpg' (50 KB)
Preview of image 'povcomiclite21.jpg'
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