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I've been chasing the "daylight effect" for a while now, when I tried some
variations of the sample scenes included with POVray. And I produced this
scene, which is the closest I've come to exterior daylight, yet. Whaddaya
think, will I get there anytime soon?
PS Any ideas for what else to put in the scene? I was aiming for somewhere
in the earlier centuries...
Post a reply to this message
Attachments:
Download 'the_well.png' (514 KB)
Preview of image 'the_well.png'
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Hosiah <web.4386f1879c140a69e128502e0@news.povray.org> Friday 25 of November
2005 12:12
You realize that the "alias pattern" textures are just result of an error,
that is, in higher quality (turned on antialias), or moving camera, or
zomming in, they will dissapaear?
1. scale up thoes textures
2. use +aa0.03 +am2 +ar2 on command line to render with AA and compare
--
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"Hosiah" <lev### [at] linuxquestionsnet> wrote in message
news:web.4386f1879c140a69e128502e0@news.povray.org...
> I've been chasing the "daylight effect" for a while now, when I tried some
> variations of the sample scenes included with POVray. And I produced this
> scene, which is the closest I've come to exterior daylight, yet. Whaddaya
> think, will I get there anytime soon?
Maybe. I'm no expert with PoV lighting, but I think it's ok. I'm more
hassled with scale in this image. Either that's a very small well and you
have normal sized people living there, or it's a normal sized well, and you
have a giant living there. Either way, the whole scene confuses me.
>
> PS Any ideas for what else to put in the scene? I was aiming for somewhere
> in the earlier centuries...
Rusty iron balls and chains, bows and arrows, spears, bodies, cobwebs,
cracks in walls, skelingtons, etc. ;)
Nice start though.
~Steve~
>
--------------------------------------------------------------------------------
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"Raf256" <spa### [at] raf256cominvalid> wrote in message
news:ume### [at] raf256com...
> Hosiah <web.4386f1879c140a69e128502e0@news.povray.org> Friday 25 of
> November
> 2005 12:12
>
> You realize that the "alias pattern" textures are just result of an error,
> that is, in higher quality (turned on antialias), or moving camera, or
> zomming in, they will dissapaear?
....apart from the fact that he's not on about those textures. He's
working on the daylight effect that he's testing.
~Steve~
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> You realize that the "alias pattern" textures are just result of an error,
> that is, in higher quality (turned on antialias), or moving camera, or
> zomming in, they will dissapaear?
uummmm...what alias pattern textures? I'm using variations of marble/granite
most everywhere, fog with distance 800 to make the horizon look blurry, and
julias scaled down and tweaked with outlandish numbers for the jug
patterns. It all looks the same for me with whatever intermediate
renders/angles/lights/settings/etc I was doing, and I always do final
render with anti-aliasing on anyway. If you're talking the pillars, that
was me trying to be clever and using a spiral1 to make the pillars look
twisty instead of using ISOsurfaces, then stupidly forgetting that the
light/shadow would change how they're interpretted, so the far left pillar
has no normal texture at all.
What am I missing?
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St. <4387a852@news.povray.org> Saturday 26 of November 2005 01:12
> ....apart from the fact that he's not on about those textures. He's
> working on the daylight effect that he's testing.
I know, and?
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Hosiah <web.4387cee828e529d4e128502e0@news.povray.org> Saturday 26 of
November 2005 03:56
> uummmm...what alias pattern textures? I'm using variations of
> marble/granite most everywhere, fog with distance 800 to make the horizon
That material on green bottle, I think it is made mostly by alias artifacts
and if You zoom it or use strong antialias it will be completly different,
but I can be mistaking.
A short demonstration of effect to which I refer could be:
camera {
#local P=<0,0,0>;
location y*300-z*500 look_at P
focal_point P
blur_samples 1000
aperture 0.01
confidence 0.999
variance 1/256
}
plane { y,0 pigment { checker scale 10 } }
light_source { y*5000 rgb 1 }
actually checker aliasing is very hard to get rid of even using AA or focal
blur
--
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Hosiah wrote:
> I've been chasing the "daylight effect" for a while now, when I tried some
> variations of the sample scenes included with POVray. And I produced this
> scene, which is the closest I've come to exterior daylight, yet. Whaddaya
> think, will I get there anytime soon?
It's looking interesting .. but you need a lot more contrast.
In order to handle sunlight, we need to close the pupils in our eyes,
this means they collect very little light, so shadow areas (such as that
under the columns) would appear to be very dark.
If you move into the shade and focus on the shadow area, collecting as
little light as possible from the surrounds, the shadow area will appear
lighter -- similar to what you have there.
Cameras need to work the same way. I'm not sure if you have any
ambience, or if it's just radiosity, but you need to make your shadows
darker.
Other suggestion: no hard edges. This is stone, so expect an open-air
scenet to quickly wear away any hard edges such as around the edge of
the 'roof' and around the portals.
Cheers!
Rick Measham
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Hosiah nous apporta ses lumieres en ce 2005-11-25 21:56:
>>You realize that the "alias pattern" textures are just result of an error,
>>that is, in higher quality (turned on antialias), or moving camera, or
>>zomming in, they will dissapaear?
>
>
> uummmm...what alias pattern textures? I'm using variations of marble/granite
> most everywhere, fog with distance 800 to make the horizon look blurry, and
> julias scaled down and tweaked with outlandish numbers for the jug
> patterns. It all looks the same for me with whatever intermediate
> renders/angles/lights/settings/etc I was doing, and I always do final
> render with anti-aliasing on anyway. If you're talking the pillars, that
> was me trying to be clever and using a spiral1 to make the pillars look
> twisty instead of using ISOsurfaces, then stupidly forgetting that the
> light/shadow would change how they're interpretted, so the far left pillar
> has no normal texture at all.
>
> What am I missing?
>
You need "normal on" in the radiosity settings. Be forewarned that it will realy
increase the render
time: normal evaluation by radiosity is realy time consuming!
Using an isosurface may actualy be faster.
--
Alain
-------------------------------------------------
Ban the bomb. Save the world for conventional warfare.
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