|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This sunflower faces the sun using SunPos.inc. Seeds were placed using Alf
Peak's Fibonacci code. Still need to randomize the texture on the petals and
make sure they don't interdect.
Rendertime ~35min on my wifes ~500Mhz Thinkpad.
Still needs lots of work on the stem, and I need to add leaves.
How can I make the petal texture look more realistic? The shadows on the
petals look wrong to me.
Comments and help welcome. I trying to get this looking very realistic.
Source posted to p.b.s-f
--
- Nekar X -
Post a reply to this message
Attachments:
Download 'Sunflower.png' (82 KB)
Preview of image 'Sunflower.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> How can I make the petal texture look more realistic? The shadows on the
> petals look wrong to me.
Real flowers have a lot of subsurface scattering (SSS),
since POV doesn't have a SSS model there are artistic
work-arounds, partial filtering, radiosity or adjustments
of higher ambient textures to get close.
(Code in P.B.S-F)
Post a reply to this message
Attachments:
Download 'Sunflower.jpg' (30 KB)
Preview of image 'Sunflower.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tim Attwood" <tim### [at] comcastnet> wrote in message
news:47c8b4cf@news.povray.org...
> > How can I make the petal texture look more realistic? The shadows on the
> > petals look wrong to me.
>
> Real flowers have a lot of subsurface scattering (SSS),
> since POV doesn't have a SSS model there are artistic
> work-arounds, partial filtering, radiosity or adjustments
> of higher ambient textures to get close.
>
Thanks, Tim. I wasn't sure if transmit or filter would work.
--
- Nekar X -
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Please tell me why this scene renders faster. You have changed quite a bit
so I can't quite pinpoint it. I'd like to know as this ol' thinkpad isn't
that fast.
--
- Nekar X -
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Please tell me why this scene renders faster. You have changed quite a bit
> so I can't quite pinpoint it. I'd like to know as this ol' thinkpad isn't
> that fast.
I think it's because I removed an extra union, POV can automatically
split the bounding of objects in a union efficiently, resulting in fewer
ray intersection tests against the bounding boxes. When you have
unions inside of unions then you end up with extra bounding boxes.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tim Attwood" <tim### [at] comcastnet> wrote in message
news:47cb2d98$1@news.povray.org...
> > Please tell me why this scene renders faster. You have changed quite a
bit
> > so I can't quite pinpoint it. I'd like to know as this ol' thinkpad
isn't
> > that fast.
>
> I think it's because I removed an extra union, POV can automatically
> split the bounding of objects in a union efficiently, resulting in fewer
> ray intersection tests against the bounding boxes. When you have
> unions inside of unions then you end up with extra bounding boxes.
>
And here I was worried about transparency slowing it down :-S
Thanks.
--
- Nekar X -
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |