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Hi all,
This idea came about earlier, while I was drawing with and ink. The
technique isn't new, but I can't remember who originated it. Basically,
it involves a sphere with high transmittance placed around the camera.
The textures are gradients. They are turned into lines under the
influence of the contrast-inducing sphere mentioned beforehand.
Rendered in a single pass. Sized and framed with the Gimp. Questions and
comments are always welcome!
~Sam
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Attachments:
Download 'woodcut.jpg' (133 KB)
Preview of image 'woodcut.jpg'
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Samuel Benge wrote:
> Hi all,
>
> This idea came about earlier, while I was drawing with and ink. The
> technique isn't new, but I can't remember who originated it.
> Basically, it involves a sphere with high transmittance placed around
> the camera. The textures are gradients. They are turned into lines
> under the influence of the contrast-inducing sphere mentioned
> beforehand.
>
> Rendered in a single pass. Sized and framed with the Gimp. Questions
> and comments are always welcome!
Ooh, that looks nice! Even knowing the technique, I can't quite figure out
how the image must look before the contrast enhancement.
The technique is demonstrated in the POV-Ray demo files
\scenes\textures\pigments\transmitfx.pov and scenes\advanced\bwstripe.pov
Unfortunately, since POV-Ray 3.6, when using really high contrast, the
effects looks aliased even if antialias is used. This is because of the
controversial decision to make POV-Ray do clipping *after* antialiasing
rather than before. In POV-Ray 3.5 it looked perfect. However, you can
always render at a higher resolution and scale down.
Rune
--
http://runevision.com
Post a reply to this message
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"Rune" <new### [at] runevisioncom> schreef in bericht
news:469b48f6$1@news.povray.org...
>
> The technique is demonstrated in the POV-Ray demo files
> \scenes\textures\pigments\transmitfx.pov and scenes\advanced\bwstripe.pov
>
> Unfortunately, since POV-Ray 3.6, when using really high contrast, the
> effects looks aliased even if antialias is used. This is because of the
> controversial decision to make POV-Ray do clipping *after* antialiasing
> rather than before. In POV-Ray 3.5 it looked perfect. However, you can
> always render at a higher resolution and scale down.
>
I think this is addressed in Megapov's Clip_Colors() if I am not mistaken.
Thomas
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Thomas de Groot wrote:
> "Rune" schreef in bericht:
>> Unfortunately, since POV-Ray 3.6, when using really high contrast,
>> the effects looks aliased even if antialias is used. This is because
>> of the controversial decision to make POV-Ray do clipping *after*
>> antialiasing rather than before. In POV-Ray 3.5 it looked perfect.
>> However, you can always render at a higher resolution and scale down.
>
> I think this is addressed in Megapov's Clip_Colors() if I am not
> mistaken.
That's a workaround, but as far as I remember, the post-processing in
MegaPOV is rather slow. Or has that changed since I last used it?
Rune
--
http://runevision.com
Post a reply to this message
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"Rune" <new### [at] runevisioncom> schreef in bericht
news:469ca853$1@news.povray.org...
>
> That's a workaround, but as far as I remember, the post-processing in
> MegaPOV is rather slow. Or has that changed since I last used it?
>
Well I am not sure. As far as I can tell this workaround does not seem
slower. However, I didn't test speed really.
Thomas
Post a reply to this message
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Rune wrote:
> Ooh, that looks nice!
Hey, thanks!
> Even knowing the technique, I can't quite figure out
> how the image must look before the contrast enhancement.
It's a reflective eye which has an outside surface with an ior of 1.33.
A simple gradient z for the sclera, radial for the iris.
> The technique is demonstrated in the POV-Ray demo files
> \scenes\textures\pigments\transmitfx.pov and scenes\advanced\bwstripe.pov
Hmm, what do you know. I'll have to look at it.
> Unfortunately, since POV-Ray 3.6, when using really high contrast, the
> effects looks aliased even if antialias is used. This is because of the
> controversial decision to make POV-Ray do clipping *after* antialiasing
> rather than before. In POV-Ray 3.5 it looked perfect. However, you can
> always render at a higher resolution and scale down.
>
> Rune
Gah, I don't know why it was changed!
Speaking of odd aa behavior, I don't even use +am1 anymore because of
the strange artifacts. Is that also due to post-clipping of averaged
samples? It's unfortunate, since method 2 is faster.... at least I think
it is.
~Sam
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Samuel Benge wrote:
> Rune wrote:
>> Unfortunately, since POV-Ray 3.6, when using really high contrast,
>> the effects looks aliased even if antialias is used. This is because
>> of the controversial decision to make POV-Ray do clipping *after*
>> antialiasing rather than before. In POV-Ray 3.5 it looked perfect.
>> However, you can always render at a higher resolution and scale down.
>>
>> Rune
>
> Gah, I don't know why it was changed!
Thorsten (I believe it was) explained something along the lines that the
pixels in the raytraced image should simulate the light-sensitive cells in a
digital camera, which covers an area, but which can be over-exposed even if
just one small sub-pixel dot is really bright. In effect, it meant that you
can create a scene with stars in the sky that are much smaller than one
pixel but still show up if they are sufficiently bright.
This then is the justification for a feature that makes all very bright
things with sharp edges look jagged.
> Speaking of odd aa behavior, I don't even use +am1 anymore because of
> the strange artifacts. Is that also due to post-clipping of averaged
> samples?
Hmm, I don't know...
Rune
--
http://runevision.com
Post a reply to this message
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