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clipka <ano### [at] anonymousorg> wrote:
> Obviously these are cheap imitations, but I thought I might share
> nonetheless...
These look great, is that just standard lighting? It looks too good for that to
me but the reflection of the sphere suggests it is.
Sean
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Am 08.03.2015 um 00:34 schrieb s.day:
> clipka <ano### [at] anonymousorg> wrote:
>> Obviously these are cheap imitations, but I thought I might share
>> nonetheless...
>
> These look great, is that just standard lighting? It looks too good for that to
> me but the reflection of the sphere suggests it is.
No image-based lighting involved, if that's what you mean - just a large
area light and a simple sky sphere. It does, however, make use of
UberPOV's uncached radiosity and blurred reflections.
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clipka <ano### [at] anonymousorg> wrote:
> Am 08.03.2015 um 00:34 schrieb s.day:
> > clipka <ano### [at] anonymousorg> wrote:
> >> Obviously these are cheap imitations, but I thought I might share
> >> nonetheless...
> >
> > These look great, is that just standard lighting? It looks too good for that to
> > me but the reflection of the sphere suggests it is.
>
> No image-based lighting involved, if that's what you mean - just a large
> area light and a simple sky sphere. It does, however, make use of
> UberPOV's uncached radiosity and blurred reflections.
"uncached radiosity" ?
is that just progressive rendering?
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On 5/03/2015 5:36 AM, clipka wrote:
> Obviously these are cheap imitations, but I thought I might share
> nonetheless...
>
Wow. Excellent finish for this sort of render. Not totally like the
real thing but sort of 'hyper real'. Low it.
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On 03/08/2015 06:48 AM, Mr wrote:
> clipka <ano### [at] anonymousorg> wrote:
>> Am 08.03.2015 um 00:34 schrieb s.day:
>>> clipka <ano### [at] anonymousorg> wrote:
>>>> Obviously these are cheap imitations, but I thought I might share
>>>> nonetheless...
>>>
>>> These look great, is that just standard lighting? It looks too good for that to
>>> me but the reflection of the sphere suggests it is.
>>
>> No image-based lighting involved, if that's what you mean - just a large
>> area light and a simple sky sphere. It does, however, make use of
>> UberPOV's uncached radiosity and blurred reflections.
>
> "uncached radiosity" ?
>
> is that just progressive rendering?
>
from changes.txt:
Unbiased Diffuse Illumination:
------------------------------
- UberPOV allows to disable the caching of radiosity samples, by
using the
following syntax in the global radiosity block:
no_cache [BOOL]
It also changes the way the secondary ray directions are chosen, and
effectively turns the radiosity algorithm into a purely stochastic
unbiased
algorithm to compute diffuse illumination.
Most radiosity settings are without effect in this mode, except for the
following:
adc_bailout FLOAT
brightness FLOAT
brilliance BOOL
count FLOAT
gray_threshold FLOAT
media BOOL
normal BOOL
recursion_limit INT
subsurface BOOL
The current implementation does not translate classic radiosity
settings
into useful parameters for this mode of operation; it is therefore
highly
recommended to use a much lower setting for the "count" parameter than
typical with standard radiosity.
This syntax extension can be tested for using the #patch directive or
patch() function with the patch name "upov-radiosity-no_cache"; the
current
implementation is version 0.1.
from revision.txt
-----------------
Commit 21cc3c6 on 2014-07-24 by Christoph Lipka
Add support for stochastic diffuse computations.
Specifying `no_cache` in the global radiosity block will disable
caching of radiosity samples,
and use a more random algorithm to generate secondary ray
directions, effectively using the
radiosity code for straightforward stochastic computation of
diffuse illumination.
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This looks great.
I posted a link to this thread onto the LDraw forums and it has generated
some further comments:
http://forums.ldraw.org/read.php?20,14335,16426#msg-16426
I've tried doing some renders with UberPov using your suggested Plastic
finish settings, but I can't seem to get the same kind of result that you've
achieved (maybe it's the focul blur that I'm missing).
I would like try some more UberPov renders using the LDraw models that I've
already converted to POV-Ray - could you share the full code for your
example picture.
BTW - I couldn't get the latest version of UberPov to work - it kept
crashing (I'm using 64-bit Windows 8)
Reuben
"clipka" <ano### [at] anonymousorg> wrote in message
news:54f750ca@news.povray.org...
> Obviously these are cheap imitations, but I thought I might share
> nonetheless...
>
>
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Am 04.06.2015 um 23:17 schrieb Reuben Pearse:
> I would like try some more UberPov renders using the LDraw models that I've
> already converted to POV-Ray - could you share the full code for your
> example picture.
See povray.binary.scene-files.
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Am 05.06.2015 um 23:39 schrieb clipka:
> Am 04.06.2015 um 23:17 schrieb Reuben Pearse:
>
>> I would like try some more UberPov renders using the LDraw models that
>> I've
>> already converted to POV-Ray - could you share the full code for your
>> example picture.
>
> See povray.binary.scene-files.
Sorry: povray.binaries.scene-files.
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I created an image using most of your settings as well as the LGEO part
library. I am not as impressed however. I guess from a distance the
details are not as noticeable.
Michael
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Attachments:
Download 'building_007_firecompany_uber_04.png' (2155 KB)
Preview of image 'building_007_firecompany_uber_04.png'
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Am 20.09.2015 um 04:30 schrieb Mike Horvath:
> I created an image using most of your settings as well as the LGEO part
> library. I am not as impressed however. I guess from a distance the
> details are not as noticeable.
My guess is that it wants more stuff around it. Doesn't have to be LEGO
bricks - maybe a HDR light probe mapped to the sky might already do the
trick.
In my scene, the camera is far enough "inside" the scene that the
various elements mutually serve as environment. In your scene, the
camera is way outside the building, and there's nothing besides.
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