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I tried to made a perfect and physically correct caustic. The simple scene one
textured plane (with bump mapping), and two besier spline (one of the glass, and
other one is water).
I used many photons, radiosity and a little bit dispersion, and a real glass of
water with my desk lamp :-)
Here is the source code:
http://www.raytracer.hu/temp/caustic2.pov
Post a reply to this message
Attachments:
Download 'gaf_caustic_final.jpg' (96 KB)
Preview of image 'gaf_caustic_final.jpg'
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On 10/19/2009 3:14 PM, Gaf wrote:
> I tried to made a perfect and physically correct caustic. The simple scene one
> textured plane (with bump mapping), and two besier spline (one of the glass, and
> other one is water).
>
> I used many photons, radiosity and a little bit dispersion, and a real glass of
> water with my desk lamp :-)
>
> Here is the source code:
> http://www.raytracer.hu/temp/caustic2.pov
OK, now show us the rendering! ;)
Mike
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"Gaf" <nomail@nomail> wrote:
> I tried to made a perfect and physically correct caustic. The simple scene one
> textured plane (with bump mapping), and two besier spline (one of the glass, and
> other one is water).
>
> I used many photons, radiosity and a little bit dispersion, and a real glass of
> water with my desk lamp :-)
>
> Here is the source code:
> http://www.raytracer.hu/temp/caustic2.pov
that's some glass! How about render times?
and, oh, did you manually enter the spline points? Look so clean, when
generated by software they generally put some kilometric decimal points...
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Gaf wrote:
> I tried to made a perfect and physically correct caustic. The simple scene one
> textured plane (with bump mapping), and two besier spline (one of the glass, and
> other one is water).
>
> I used many photons, radiosity and a little bit dispersion, and a real glass of
> water with my desk lamp :-)
>
> Here is the source code:
> http://www.raytracer.hu/temp/caustic2.pov
>
>
> ------------------------------------------------------------------------
>
Now I'm thirsty.
(Great work)
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Gaf schrieb:
> I used many photons, radiosity and a little bit dispersion, and a real glass of
> water with my desk lamp :-)
>
> Here is the source code:
> http://www.raytracer.hu/temp/caustic2.pov
The render takes an awful lot of time, apparently mostly due to the
"fog" statement, which doesn't seem to contribute much anyway, so I
suggest you remove that.
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"Gaf" <nomail@nomail> schreef in bericht
news:web.4adcba99fcd38e4fd84acf040@news.povray.org...
>I tried to made a perfect and physically correct caustic. The simple scene
>one
> textured plane (with bump mapping), and two besier spline (one of the
> glass, and
> other one is water).
>
> I used many photons, radiosity and a little bit dispersion, and a real
> glass of
> water with my desk lamp :-)
>
> Here is the source code:
> http://www.raytracer.hu/temp/caustic2.pov
>
That looks really perfect. Excellent work.
[maybe a couple of little bubbles in the water? or very slight imperfections
in the glass?]
Thomas
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- The render time is 51 hour and 5 minutes on simple Pentium4 3.4Ghz CPU
- The bezier spline is fully hand coded (I NEVER use third party modelling tool,
always only clean POV-Ray. POV-ray the best 3D application in the world!).
- That true, the fog is not so good idea (i will remove)
- I fear, the bubbles = more and more render time, but i think one or two ice
cube is possible solution :-)
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Thomas de Groot schrieb:
> [maybe a couple of little bubbles in the water? or very slight imperfections
> in the glass?]
Yes, I thought so, too.
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Gaf escreveu:
> - The render time is 51 hour and 5 minutes on simple Pentium4 3.4Ghz CPU
Pretty much unbiased. :)
> - The bezier spline is fully hand coded (I NEVER use third party modelling tool,
> always only clean POV-Ray. POV-ray the best 3D application in the world!).
I've done that for many years until finding it tedious.
> - That true, the fog is not so good idea (i will remove)
Good thing you didn't go for media. :)
--
a game sig: http://tinyurl.com/d3rxz9
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> I've done that for many years until finding it tedious.
I use the handcode technique in 17 years, but i not boring :) (Vivid was used
previously, 2 years ago moved from the POV-Ray.)
> Good thing you didn't go for media. :)
I'm a POV-Ray fanatic, but not crazy :D
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