POV-Ray : Newsgroups : povray.binaries.images : water bug (41kb) Server Time
4 May 2024 23:49:22 EDT (-0400)
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From: Nekar
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 07:25:21
Message: <452248a1@news.povray.org>
I sent the message and nothing showed up, so I sent it again. I can only see 
one message from OE now.... :op

Nekar


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From: Sven Littkowski
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 12:08:42
Message: <45228b0a$1@news.povray.org>
It looks very fine.

I would now, for the final touch, add some microscopic elements (plancton) 
to the water in the background. Some sharper, some blurred. Different kinds. 
And maybe the idea of a distant nearly not recognizable underwater surface.

Greetings,

Sven


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From: Anthony D'Agostino
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 16:38:00
Message: <4522ca28@news.povray.org>
That's one simple, but very nice render.


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From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 20:29:03
Message: <4523004f@news.povray.org>
Tim Nikias wrote:
> Looks awesome! Some floating particles would make it look really 
> convincing...

Thanks! I plan on adding some particles, but it's going to make the 
render time higher than it would normally.... the translucent effect 
isn't very lenient as far as other scene objects go. When I add more 
(non-translucent) objects to the scene, the effect becomes diminished 
unless I wrap everything in merge brackets. Very annoying.

> Hm, that should be tested sometime. I use Silo for modelling, that's a 
> very cheap but awesome subdivision surface modeller. If subdividing 
> directly in POV is better than loading a big mesh, I wouldn't mind. :-)

There is a version for POV 3.6. You should check it out.

> Probably just a simple pigment with a high specular, or what? Still 
> quite a long render for just the glare. <>
<edit>
 > Do you do it like I do? Render a specular pass, blur it using average,
 > and layer it on top of another image? Looks good anyways. Any tricks
 > involved that my description lacks? Always eager to learn! :-)

Close, I use the rendered scene as input for the effect. It is averaged. 
Attached is the sample pattern for the effect. Q stands for quality. Q = 
1 is the maximum, and uses about 236-237 samples, so there is some 
improvement to be made, yet. I will soon be posting the glare effect 
file to p.b.scene-files.

>> Comments always welcome....
> 
> You got mine! ;-)

And it is appreciated :)

~Sam


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Attachments:
Download 'lb_chart.png' (8 KB)

Preview of image 'lb_chart.png'
lb_chart.png


 

From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 20:36:06
Message: <452301f6$1@news.povray.org>
Nekar wrote:
> How did you get the glare effect?

I made a scene-file which takes a pre-rendered image and adds the effect 
to it. I posted the file to p.b.scene-files

~Sam


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From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 20:37:14
Message: <4523023a$1@news.povray.org>
Sven Littkowski wrote:
> It looks very fine.
> 
> I would now, for the final touch, add some microscopic elements (plancton) 
> to the water in the background. Some sharper, some blurred. Different kinds. 
> And maybe the idea of a distant nearly not recognizable underwater surface.
> 
> Greetings,
> 
> Sven 

I will add particles, but will render it sometime.... later. I'll most 
likely post it directly to my website.

~Sam


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From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 20:37:35
Message: <4523024f@news.povray.org>
Anthony D'Agostino wrote:
> That's one simple, but very nice render. 

Thanks!

~Sam


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From: Nekar Xenos
Subject: Re: water bug (41kb)
Date: 7 Oct 2006 09:28:58
Message: <4527ab9a@news.povray.org>
----- Original Message ----- 
From: "Samuel Benge" <stb### [at] hotmailcom>
Newsgroups: povray.binaries.images
Sent: Wednesday, October 04, 2006 2:30 AM
Subject: Re: water bug (41kb)

> Close, I use the rendered scene as input for the effect. It is averaged.
> Attached is the sample pattern for the effect. Q stands for quality. Q =
> 1 is the maximum, and uses about 236-237 samples, so there is some
> improvement to be made, yet. I will soon be posting the glare effect
> file to p.b.scene-files.

Wouldn't it be more realistic combining a heavily focal blurred scene with
the original in almost the same way you did this?

/* Nekar Xenos */#local N=<-20,40,100>;#local K=<20,-40,100>;#local
R=seed(0);
blob{#while((K-N).x>0)#local X=N;#local N=N+<rand(R),rand(R),1>/3;#local N=(
vlength(N-K)<vlength(X-K)?N:2*X-N);sphere{<N.y,-N.x,N.z>,1,1 scale
.02}sphere{N
,1,1 scale.02}sphere{<-N.x-40,N.y,N.z>1,1
scale.01}sphere{<N.x+40,-N.y,N.z>1,1
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}


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From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 7 Oct 2006 14:09:48
Message: <4527ed6c$1@news.povray.org>
Nekar Xenos wrote:
> 
> Wouldn't it be more realistic combining a heavily focal blurred scene with
> the original in almost the same way you did this?

For the glare effect? Or to add particles?

~Sam


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From: Nekar
Subject: Re: water bug (41kb)
Date: 10 Oct 2006 02:27:08
Message: <452b3d3c@news.povray.org>
"Samuel Benge" <stb### [at] hotmailcom> wrote in message 
news:4527ed6c$1@news.povray.org...
> Nekar Xenos wrote:
>>
>> Wouldn't it be more realistic combining a heavily focal blurred scene 
>> with
>> the original in almost the same way you did this?
>
> For the glare effect? Or to add particles?

For the glare effect. Are you blrurring the scene and mixing the blurred and 
unblurred images together to get that efect? If so, how about using focal 
blurr instead, because in real life the amount of glare depends on how far 
you are from the object. Take for instance a light globe: from close-up the 
filament is visible, but from further away only the glare of the light can 
be seen.


-- 
-Nekar Xenos
"The truth is out there"


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