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28 Jun 2024 23:20:37 EDT (-0400)
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From: Stephen
Subject: Re: Proximity Pattern testing
Date: 27 Sep 2017 03:54:52
Message: <59cb594c@news.povray.org>
On 27/09/2017 08:46, Thomas de Groot wrote:
> On 27-9-2017 9:45, Thomas de Groot wrote:
>> On 26-9-2017 9:11, Thomas de Groot wrote:
>>> ..and to support my case: I have been doing some little sculpture in 
>>> between.
>>>
>>
>> ... and here is the latest version; using the Norbert Kern / James 
>> Holsenback brass texture for the clothing.
>>
> 
> Well, should have attached the image :-)
> 

I think you can say that it worked.

Very nice. :-)

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 04:07:51
Message: <59cdff57@news.povray.org>
On 27-9-2017 9:46, Thomas de Groot wrote:
> On 27-9-2017 9:45, Thomas de Groot wrote:
>> On 26-9-2017 9:11, Thomas de Groot wrote:
>>> ..and to support my case: I have been doing some little sculpture in 
>>> between.
>>>
>>
>> ... and here is the latest version; using the Norbert Kern / James 
>> Holsenback brass texture for the clothing.
>>
> 
> Well, should have attached the image :-)
> 

... of course, this texture demands a light probe ;-)

-- 
Thomas


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Attachments:
Download 'ep_proximity_test.jpg' (112 KB)

Preview of image 'ep_proximity_test.jpg'
ep_proximity_test.jpg


 

From: Mr
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 04:50:00
Message: <web.59ce083b8123094216086ed00@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 27-9-2017 9:46, Thomas de Groot wrote:
> > On 27-9-2017 9:45, Thomas de Groot wrote:
> >> On 26-9-2017 9:11, Thomas de Groot wrote:
> >>> ..and to support my case: I have been doing some little sculpture in
> >>> between.
> >>>
> >>
> >> ... and here is the latest version; using the Norbert Kern / James
> >> Holsenback brass texture for the clothing.
> >>
> >
> > Well, should have attached the image :-)
> >
>
> ... of course, this texture demands a light probe ;-)
>
> --
> Thomas

Hi, it looks like a good basis, but reflections appear slightly too strong/
crisp/ homogenous:

Here are three workarounds maybe some already used:
*roughness in uberpov reflection block
*use conserve_energy / albedo + fresnel in reflection block with an explicit ior
*use the proximity pattern as a texture map for the "finish map" trick
(http://www.povray.org/documentation/view/3.6.2/82/) to modulate reflections and
make less of them where metal is corroded/oxidized


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From: Mr
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 05:00:00
Message: <web.59ce0ac38123094216086ed00@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
[...] Sorry for this off topic comment, but I also like how you wrote
"persistence of vision" instead of POV-Ray which makes it more modern
("Ray(tracer)" sounds so nineties); and also more "marketable" to french
speaking people!

I which I would have dared naming it as fully when first setting up the Blender
exporter's repository...


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From: Thomas de Groot
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 07:17:06
Message: <59ce2bb2$1@news.povray.org>
On 29-9-2017 10:56, Mr wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> [...] Sorry for this off topic comment, but I also like how you wrote
> "persistence of vision" instead of POV-Ray which makes it more modern
> ("Ray(tracer)" sounds so nineties); and also more "marketable" to french
> speaking people!
> 
> I which I would have dared naming it as fully when first setting up the Blender
> exporter's repository...
> 

Nothing to do with me ;-) Is an image_map which came with Edouard Poor's 
set of files almost ten years ago.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 07:23:20
Message: <59ce2d28$1@news.povray.org>
On 29-9-2017 10:45, Mr wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 27-9-2017 9:46, Thomas de Groot wrote:
>>> On 27-9-2017 9:45, Thomas de Groot wrote:
>>>> On 26-9-2017 9:11, Thomas de Groot wrote:
>>>>> ..and to support my case: I have been doing some little sculpture in
>>>>> between.
>>>>>
>>>>
>>>> ... and here is the latest version; using the Norbert Kern / James
>>>> Holsenback brass texture for the clothing.
>>>>
>>>
>>> Well, should have attached the image :-)
>>>
>>
>> ... of course, this texture demands a light probe ;-)
>>
>> --
>> Thomas
> 
> Hi, it looks like a good basis, but reflections appear slightly too strong/
> crisp/ homogenous:
> 
> Here are three workarounds maybe some already used:
> *roughness in uberpov reflection block

Yes, something to try indeed.

> *use conserve_energy / albedo + fresnel in reflection block with an explicit ior

I used the finish statement as given by Norbert Kern in his brass 
texture. Can be improved of course ;-)

> *use the proximity pattern as a texture map for the "finish map" trick
> (http://www.povray.org/documentation/view/3.6.2/82/) to modulate reflections and
> make less of them where metal is corroded/oxidized

As far as I know, it does that already.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 08:00:00
Message: <web.59ce34ad81230942c437ac910@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> ... of course, this texture demands a light probe ;-)
>
> --
> Thomas

Yes, "demand" is an understatement.
When I rendered my first iteration of the bell, I had nothing but a light source
and a gray background.
It looked like featureless gravel dust blown onto old soap scum.

"Why does this look SOOO bad?"

So then I pasted in the hdr light probe code (and botched it) so that _HALF_ of
my bell was light from one side and the gray was on the other.
Direct side-by-side contrast of "visually offensive yuk" and "OMG, _WOW_" on the
same object with the same texture and finish in the same scene.

No number of forum posts could have convinced me more about how metals are
_completely_ dependent on their surroundings for what they look like, and in
further test renders, how lighting and radiosity add yet another level of
goodness.


Your model is very cool - I like the way you textured and finished the upper
part of the model and gave the lower base a contrasting material for it rise up
out of.
This proximity pattern is the way to go - I'm going to have to learn how to
apply that if I'm going to make any meaningful progress on scenes worth looking
at   :)


Thanks for sharing your experiments and the progressive improvement and
development of your scenes, as always!


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From: omniverse
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 14:00:07
Message: <web.59ce8968812309429c5d6c810@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-9-2017 10:45, Mr wrote:
> >
> > Hi, it looks like a good basis, but reflections appear slightly too strong/
> > crisp/ homogenous:
> >
> > Here are three workarounds maybe some already used:
> > *roughness in uberpov reflection block
>
> Yes, something to try indeed.
>
> > *use conserve_energy / albedo + fresnel in reflection block with an explicit ior
>
> I used the finish statement as given by Norbert Kern in his brass
> texture. Can be improved of course ;-)
>
> > *use the proximity pattern as a texture map for the "finish map" trick
> > (http://www.povray.org/documentation/view/3.6.2/82/) to modulate reflections and
> > make less of them where metal is corroded/oxidized
>
> As far as I know, it does that already.

Before reading what Mr wrote I was only going to mention the shininess of the
green oxidation too.
Was thinking along the lines of specular highlight and diffuse plus brilliance,
not reflection.

Anyway... your sculpture or bust is somewhat creepy. I see it as an Egyptian
mummy emerging from a golden cocoon.


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From: Alain
Subject: Re: Proximity Pattern testing
Date: 29 Sep 2017 17:57:10
Message: <59cec1b6@news.povray.org>

> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 27-9-2017 9:46, Thomas de Groot wrote:
>>> On 27-9-2017 9:45, Thomas de Groot wrote:
>>>> On 26-9-2017 9:11, Thomas de Groot wrote:
>>>>> ..and to support my case: I have been doing some little sculpture in
>>>>> between.
>>>>>
>>>>
>>>> ... and here is the latest version; using the Norbert Kern / James
>>>> Holsenback brass texture for the clothing.
>>>>
>>>
>>> Well, should have attached the image :-)
>>>
>>
>> ... of course, this texture demands a light probe ;-)
>>
>> --
>> Thomas
> 
> Hi, it looks like a good basis, but reflections appear slightly too strong/
> crisp/ homogenous:
> 
> Here are three workarounds maybe some already used:
> *roughness in uberpov reflection block
> *use conserve_energy / albedo + fresnel in reflection block with an explicit ior

fresnel and metallic reflection are not compatible in the same 
reflection block. You need to layer the fresnel reflection, with a 
totally transparent pigment of course, over the metallic one.
Also, that won't work if you use any kind of patterned texture.

> *use the proximity pattern as a texture map for the "finish map" trick
> (http://www.povray.org/documentation/view/3.6.2/82/) to modulate reflections and
> make less of them where metal is corroded/oxidized
> 
>


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From: clipka
Subject: Re: Proximity Pattern testing
Date: 30 Sep 2017 02:07:20
Message: <59cf3498$1@news.povray.org>
Am 29.09.2017 um 23:57 schrieb Alain:

>> Here are three workarounds maybe some already used:
>> *roughness in uberpov reflection block
>> *use conserve_energy / albedo + fresnel in reflection block with an
>> explicit ior
> 
> fresnel and metallic reflection are not compatible in the same
> reflection block. You need to layer the fresnel reflection, with a
> totally transparent pigment of course, over the metallic one.
> Also, that won't work if you use any kind of patterned texture.

Actually, `metallic` already includes a fresnel term (even one which is
more realistic for metals than the standard one, which is only realistic
for dielectrics).


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