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A high quality example of what I've been able to do with my crevice macro. This
has two runs on it, one for the dark crevices, and one for the light ridges. I
used a sampling resolution of 600, the parse time on my current machine was
9minutes (including ~4secs to load mesh, +15secs to calculate light dome.)
Render time was ~32minutes including focal blur and 16 3x3 area lights.
-tgq
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Attachments:
Download 'buddha.jpg' (274 KB)
Preview of image 'buddha.jpg'
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> A high quality example of what I've been able to do with my crevice macro. This
> has two runs on it, one for the dark crevices, and one for the light ridges. I
> used a sampling resolution of 600, the parse time on my current machine was
> 9minutes (including ~4secs to load mesh, +15secs to calculate light dome.)
> Render time was ~32minutes including focal blur and 16 3x3 area lights.
>
> -tgq
Outstanding!
I started playing with your revised macro a little while ago - this is very
inspirational :)
-------------------------------------------------
www.McGregorFineArt.com
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On 03/29/2011 02:47 PM, Robert McGregor wrote:
> "Trevor G Quayle"<Tin### [at] hotmailcom> wrote:
>> A high quality example of what I've been able to do with my crevice macro. This
>> has two runs on it, one for the dark crevices, and one for the light ridges. I
>> used a sampling resolution of 600, the parse time on my current machine was
>> 9minutes (including ~4secs to load mesh, +15secs to calculate light dome.)
>> Render time was ~32minutes including focal blur and 16 3x3 area lights.
>>
>> -tgq
>
> Outstanding!
yep I agree ... I got going fairly quickly, doesn't look like too much
of a learning curve to get the tuning correct, the comments pretty much
spell it all out ... nice job Trevor!
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Jim Holsenback <jho### [at] povrayorg> wrote:
> On 03/29/2011 02:47 PM, Robert McGregor wrote:
> > "Trevor G Quayle"<Tin### [at] hotmailcom> wrote:
> >> A high quality example of what I've been able to do with my crevice macro. This
> >> has two runs on it, one for the dark crevices, and one for the light ridges. I
> >> used a sampling resolution of 600, the parse time on my current machine was
> >> 9minutes (including ~4secs to load mesh, +15secs to calculate light dome.)
> >> Render time was ~32minutes including focal blur and 16 3x3 area lights.
> >>
> >> -tgq
> >
> > Outstanding!
>
> yep I agree ... I got going fairly quickly, doesn't look like too much
> of a learning curve to get the tuning correct, the comments pretty much
> spell it all out ... nice job Trevor!
Thanks. Hopefully I can see this put to some good use.
If you want some advice on starting, I usually start testing with a very low
resolution (100 or so) to get quick sample results, then fine tune from there.
This gives very blocky results, but should give a good indication of the effect.
Once you get close, then start fine tuning the resolution.
The sample I gave with the macro is pretty lousy, but I threw it together
without much consideration. I imagine all the POVers will have no trouble
figuring out how to use it better.
-tgq
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Yes, this is very convincing, Trevor.
Thomas
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On 03/29/2011 05:20 PM, Trevor G Quayle wrote:
> If you want some advice on starting, I usually start testing with a very low
> resolution (100 or so) to get quick sample results, then fine tune from there.
> This gives very blocky results, but should give a good indication of the effect.
> Once you get close, then start fine tuning the resolution.
Your minor change threw me off for a second ... I looked right past the
revised usage ... doh!
Another tip for anyone exploring your macro ... make the grime pigment
an obvious color to easily visualize where the effect is showing up ;-)
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Jim Holsenback <jho### [at] povrayorg> wrote:
> On 03/29/2011 05:20 PM, Trevor G Quayle wrote:
> > If you want some advice on starting, I usually start testing with a very low
> > resolution (100 or so) to get quick sample results, then fine tune from there.
> > This gives very blocky results, but should give a good indication of the effect.
> > Once you get close, then start fine tuning the resolution.
>
> Your minor change threw me off for a second ... I looked right past the
> revised usage ... doh!
>
> Another tip for anyone exploring your macro ... make the grime pigment
> an obvious color to easily visualize where the effect is showing up ;-)
Good tip, I actually used that method for my testing.
The reason I made the slight usage change was so that the results could be
manipulated. For example combine with a bozo pattern or other to make the edge
wear intermittent rather than continuos. See the attached image.
Coincidentally, running this example enabled me to find an error in the way it
was handling faces with vertical (<0,+/-1,0>) normals. I have corrected it and
posted a revised version. Thanks!
-tgq
code for attached sample scene for reference:
//START CODE
// File: CreviceExample.pov
// Desc: sample scene for Crevice.inc macro
// Date: March 2011
// Auth: Trevor G Quayle
#version 3.7;
global_settings {
charset utf8
assumed_gamma 1.0
ambient_light 1
adc_bailout 0.00001
max_trace_level 25
}
#declare LA=<0,75,0>;
#declare LO=<200,200,200>;
camera{
up y
right -x*image_width/image_height
angle 60
location LO
look_at LA
}
#default{finish{ambient 0 diffuse 0.5}}
light_source {
<5000,5000,3000>
rgb 1
}
plane{y,0 pigment{checker rgb 1 rgb 0 scale 15}}
background{rgb 0.3}
//Base object declared and transformed prior to sending to macro, does not need
to be textured
#declare MyObj=
box{-75,75 translate y*75 rotate y*20}
#declare Text_Base=
texture{
pigment{rgb <0.3451, 0.17647, 0.04706>}
finish{
ambient 0
diffuse 0.5
}
}
#declare Text_Paint=
texture{
pigment{rgb 1}
finish{
ambient 0
diffuse 0.5
conserve_energy
reflection {0 1 metallic 1 fresnel on}
}
}
#include "arrays.inc" //must be included, must be newer one with
ARRAYS_WriteDF3()
#include "Crevice.inc"
//Crevice.inc values to be used as common
#declare CLoc=LO; //Camera location
#declare Resn=200; //sample grid resolution. Warning: exponentially increases
parse time!
#declare RLmin=2; //minimal subsample adapt = 2^2 = 4
#declare RLmax=5; //maximum subsample adapt = 2^5 = 32
#declare CCnf=0.95; //subsample adapt confidence = 95%
//Edge detection
#declare CAng=-20; //control angle, negative for edges
#declare CDep=30; //control depth
#declare SOff=-0.01;//surface offset, negative for edges
#declare FF2=function {pigment{bozo colour_map{[0.25 rgb 0][0.75 rgb 1]} scale
20}};
#declare Text1=
texture{
function{1-(1-Crevice(MyObj,CLoc,Resn,CAng,CDep,SOff,RLmin,RLmax,CCnf))*FF2(x,y,z).gray}
poly_wave 0.5
texture_map{
[0.5 Text_Base]
[1.0 Text_Paint]
}
}
object{//object placed and material applied
MyObj
material{
texture{Text1}
interior{ior 1.4}
}
}
//END CODE
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Attachments:
Download 'creviceexample2.jpg' (389 KB)
Preview of image 'creviceexample2.jpg'
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"Jim Holsenback" <jho### [at] povrayorg> schreef in bericht
news:4d931497@news.povray.org...
> Another tip for anyone exploring your macro ... make the grime pigment an
> obvious color to easily visualize where the effect is showing up ;-)
...and I would add that this is useful to test any proximity pattern macro
around :-)
Thomas
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