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With only a few necessary corrections (see p.general) this is a first
brutish render of the test scene provided by LanuHum. Added basic
radiosity too.
Thomas
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Attachments:
Download 'test.png' (314 KB)
Preview of image 'test.png'
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Thomas de Groot <tho### [at] degrootorg> wrote:
> With only a few necessary corrections (see p.general) this is a first
> brutish render of the test scene provided by LanuHum. Added basic
> radiosity too.
>
> Thomas
My first image:
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Attachments:
Download 'povwip.png' (302 KB)
Preview of image 'povwip.png'
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Am 08.01.2014 14:48, schrieb LanuHum:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> With only a few necessary corrections (see p.general) this is a first
>> brutish render of the test scene provided by LanuHum. Added basic
>> radiosity too.
>>
>> Thomas
>
> My first image:
Increasing the radiosity recursion_limit will do the scene good.
Also, do weed out the over-the-top reflections.
Here's my first result after getting the worst stuff sorted out (using
UberPOV of course).
Obviously there's something wrong with the water, the door has too much
reflection, and the aspect ratio doesn't match, so I'll need a bit more
work.
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Preview of image 'test_uber.png'
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Am 08.01.2014 15:25, schrieb clipka:
> Obviously there's something wrong with the water, the door has too much
> reflection, and the aspect ratio doesn't match, so I'll need a bit more
> work.
The door, too, has the textures wrong; probably the same for the folding
chairs, but I haven't yet figured out the proper assignment of materials
for those.
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clipka <ano### [at] anonymousorg> wrote:
>
> Increasing the radiosity recursion_limit will do the scene good.
>
recursion_limit - 20
> Also, do weed out the over-the-top reflections.
>
Post a reply to this message
Attachments:
Download 'povwip.png' (280 KB)
Preview of image 'povwip.png'
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Am 08.01.2014 15:38, schrieb clipka:
> The door, too, has the textures wrong; probably the same for the folding
> chairs, but I haven't yet figured out the proper assignment of materials
> for those.
I think in both "folding_chair_object.inc" and
"folding_chair_002_object.inc" the textures need to be shuffled as follows:
is: -> should be:
metal_black_tex -> metal_painted_tex
chrome_matt_tex -> metal_black_tex
plastic_black_tex -> chrome_matt_tex
metal_painted_tex -> plastic_black_tex
presuming that the frame is supposed to be chrome, the feet are supposed
to be plastic, the joints are supposed to be metal, and the seat &
backrest are supposed to be painted.
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On 8-1-2014 15:38, clipka wrote:
> Am 08.01.2014 15:25, schrieb clipka:
>
>> Obviously there's something wrong with the water, the door has too much
>> reflection, and the aspect ratio doesn't match, so I'll need a bit more
>> work.
>
> The door, too, has the textures wrong; probably the same for the folding
> chairs, but I haven't yet figured out the proper assignment of materials
> for those.
>
Same as for the windows: textures have been switched, making the door
panels chrome and the handles/pivots glass ;-)
Thomas
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On 8-1-2014 16:00, LanuHum wrote:
> clipka <ano### [at] anonymousorg> wrote:
>
>>
>> Increasing the radiosity recursion_limit will do the scene good.
>>
> recursion_limit - 20
>
No, no! recursion_limit should not be too high. In the present case a
value of 3 works well.
Thomas
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Am 08.01.2014 16:19, schrieb Thomas de Groot:
> On 8-1-2014 15:38, clipka wrote:
>> Am 08.01.2014 15:25, schrieb clipka:
>>
>>> Obviously there's something wrong with the water, the door has too much
>>> reflection, and the aspect ratio doesn't match, so I'll need a bit more
>>> work.
>>
>> The door, too, has the textures wrong; probably the same for the folding
>> chairs, but I haven't yet figured out the proper assignment of materials
>> for those.
>>
> Same as for the windows: textures have been switched, making the door
> panels chrome and the handles/pivots glass ;-)
Actually that was the problem with the mirror, too.
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Am 08.01.2014 16:00, schrieb LanuHum:
> clipka <ano### [at] anonymousorg> wrote:
>
>>
>> Increasing the radiosity recursion_limit will do the scene good.
>>
> recursion_limit - 20
Ah, well - that's a bit extreme :-)
For most indoor scenes, recursion_limit 3 should be enough, maybe 4 if
you think the scene renders too fast :-P
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