POV-Ray : Newsgroups : povray.binaries.images : Clothed in light. Server Time
25 Apr 2024 12:34:34 EDT (-0400)
  Clothed in light. (Message 1 to 10 of 35)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Stephen
Subject: Clothed in light.
Date: 13 Nov 2017 15:27:50
Message: <5a0a0046@news.povray.org>
The tunic and wings are emissive df3s, made from Poser models.

I think I need a dragon and a rocky scene to complete this. :)


-- 

Regards
     Stephen


Post a reply to this message


Attachments:
Download 'studio_vic2cm_0000.png' (726 KB)

Preview of image 'studio_vic2cm_0000.png'
studio_vic2cm_0000.png


 

From: Thomas de Groot
Subject: Re: Clothed in light.
Date: 14 Nov 2017 03:03:45
Message: <5a0aa361$1@news.povray.org>
On 13-11-2017 21:27, Stephen wrote:
> The tunic and wings are emissive df3s, made from Poser models.
> 
> I think I need a dragon and a rocky scene to complete this. :)
> 
> 

Yes indeed although I like this ballet school setting with the mirrors. 
A couple of things, if I may: (1) the overhead lights should be dimmed - 
probably by at least 50 % (if not 25%) also for compensating the light 
reflections from the mirrors. (2) Could you merge this scene with your 
ballerina animation? That was awesome.

-- 
Thomas


Post a reply to this message

From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 04:57:32
Message: <5a0abe0c$1@news.povray.org>
On 14/11/2017 08:03, Thomas de Groot wrote:
> On 13-11-2017 21:27, Stephen wrote:
>> The tunic and wings are emissive df3s, made from Poser models.
>>
>> I think I need a dragon and a rocky scene to complete this. :)
>>
>>
> 
> Yes indeed although I like this ballet school setting with the mirrors. 

It is old enough to have been made in Moray. :-)

> A couple of things, if I may: (1) the overhead lights should be dimmed - 
> probably by at least 50 % (if not 25%) also for compensating the light 
> reflections from the mirrors. 

The lighting is problematic. The light in the hall of mirrors brightens 
when I switch on radiosity. I did not mean this to turn into an 
experiment in radiosity but it looks looks like it is going to be. I 
have a normal area light in there to even things out.



(2) Could you merge this scene with your
> ballerina animation? That was awesome.
> 

Hmm! has anyone told you that you have an evil mind, recently?
As if I haven't enough to do. ;-)

It is an interesting challenge though. First I have to find out why when 
I create the df3s there is a problem with the handiness. Or more likely 
with my set up. Then unless I wanted to make a df3 that coveres the 
whole playing area. I would need to work out a method of tracking the 
mesh to move the slicing rig there.
On the brighter side. jr is working on a set of utilities for df3s. So 
it might be possible in the future.


-- 

Regards
     Stephen


Post a reply to this message

From: clipka
Subject: Re: Clothed in light.
Date: 14 Nov 2017 08:57:09
Message: <5a0af635$1@news.povray.org>
Am 14.11.2017 um 10:57 schrieb Stephen:
> On 14/11/2017 08:03, Thomas de Groot wrote:
>> On 13-11-2017 21:27, Stephen wrote:
>>> The tunic and wings are emissive df3s, made from Poser models.
>>>
>>> I think I need a dragon and a rocky scene to complete this. :)
>>>
>>>
>>
>> Yes indeed although I like this ballet school setting with the mirrors. 
> 
> It is old enough to have been made in Moray. :-)
> 
>> A couple of things, if I may: (1) the overhead lights should be dimmed
>> - probably by at least 50 % (if not 25%) also for compensating the
>> light reflections from the mirrors. 
> 
> The lighting is problematic. The light in the hall of mirrors brightens
> when I switch on radiosity. I did not mean this to turn into an
> experiment in radiosity but it looks looks like it is going to be. I
> have a normal area light in there to even things out.

Problems with different "quality levels" of illumination are to be
expected here, due to the huge mirrors as well as the glowing wings.


In reality, objects in the room would be lit by...:

(1) Light coming directly from the light sources.

(2a) Light bouncing off diffuse objects.
(2b) Light emitted by glowing stuff.

(3a) Light bouncing off diffuse objects and then the mirrors.
(3b) Light emitted by glowing stuff and bouncing off the mirrors.

(4) Light coming from the light sources and bouncing off the mirrors.

(5) Light bouncing off the mirrors and then diffuse objects.


To simulate (1), "classic" raytracing will do.

To simulate (2) and (3), you need to enable radiosity.

To simulate (4), you need to enable photons.

To simulate (5), you need to enable both radiosity and photons.

If any of these are not simulated, the corresponding portion of
illumination will simply be missing, causing the image to appear darker.

The lack of illumination from (2), (3) and (5) can be compensated for to
some degree, by making use of the "ambient" mechanism.


As far as overall brightness goes, you should ideally use renders with
radiosity and photons as a yardstick, and set up "ambient" accordingly
for fast test renders.

(As a faster alternative to photons for this particular scene, you might
try using mirrored copies of your primary light sources,
`projected_through` the corresponding mirrors. Make sure to properly
account for any dimming effect if your mirrors aren't 100% reflective.)


Post a reply to this message

From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 16:32:53
Message: <5a0b6105@news.povray.org>
On 14/11/2017 13:57, clipka wrote:
> Am 14.11.2017 um 10:57 schrieb Stephen:
>> On 14/11/2017 08:03, Thomas de Groot wrote:
>>> On 13-11-2017 21:27, Stephen wrote:
>>>> The tunic and wings are emissive df3s, made from Poser models.
>>>>
>>>> I think I need a dragon and a rocky scene to complete this. :)
>>>>
>>>>
>>>
>>> Yes indeed although I like this ballet school setting with the mirrors.
>>
>> It is old enough to have been made in Moray. :-)
>>
>>> A couple of things, if I may: (1) the overhead lights should be dimmed
>>> - probably by at least 50 % (if not 25%) also for compensating the
>>> light reflections from the mirrors.
>>
>> The lighting is problematic. The light in the hall of mirrors brightens
>> when I switch on radiosity. I did not mean this to turn into an
>> experiment in radiosity but it looks looks like it is going to be. I
>> have a normal area light in there to even things out.
> 
> Problems with different "quality levels" of illumination are to be
> expected here, due to the huge mirrors as well as the glowing wings.
> 
> 
> In reality, objects in the room would be lit by...:
> 
> (1) Light coming directly from the light sources.
> 
> (2a) Light bouncing off diffuse objects.
> (2b) Light emitted by glowing stuff.
> 
> (3a) Light bouncing off diffuse objects and then the mirrors.
> (3b) Light emitted by glowing stuff and bouncing off the mirrors.
> 
> (4) Light coming from the light sources and bouncing off the mirrors.
> 
> (5) Light bouncing off the mirrors and then diffuse objects.
> 
> 
> To simulate (1), "classic" raytracing will do.
> 
> To simulate (2) and (3), you need to enable radiosity.
> 
> To simulate (4), you need to enable photons.
> 
> To simulate (5), you need to enable both radiosity and photons.
> 
> If any of these are not simulated, the corresponding portion of
> illumination will simply be missing, causing the image to appear darker.
> 
> The lack of illumination from (2), (3) and (5) can be compensated for to
> some degree, by making use of the "ambient" mechanism.
> 
> 
> As far as overall brightness goes, you should ideally use renders with
> radiosity and photons as a yardstick, and set up "ambient" accordingly
> for fast test renders.
> 
> (As a faster alternative to photons for this particular scene, you might
> try using mirrored copies of your primary light sources,
> `projected_through` the corresponding mirrors. Make sure to properly
> account for any dimming effect if your mirrors aren't 100% reflective.)
> 

Thanks, they aren't, they are about 95% reflective. But I've ditched the 
ordinary light source and am using emissive cubes as light sources.
I was thinking of adding a scattering media container first. Before 
trying photons.


-- 

Regards
     Stephen


Post a reply to this message


Attachments:
Download 'studio_vic2d_y_901a1_0000.png' (764 KB)

Preview of image 'studio_vic2d_y_901a1_0000.png'
studio_vic2d_y_901a1_0000.png


 

From: Kenneth
Subject: Re: Clothed in light.
Date: 14 Nov 2017 17:00:00
Message: <web.5a0b663753fdf90589df8d30@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

>
> The lighting is problematic. The light in the hall of mirrors brightens
> when I switch on radiosity. I did not mean this to turn into an
> experiment in radiosity but it looks looks like it is going to be. I
> have a normal area light in there to even things out.
>

As the mirror reflections indicate, your dance hall has mirrors on only two
walls. I wonder what would happen re: radiosity and photon complexity if all
four walls were mirrored?! (The 'infinite mirror-reflection' thing.) I have no
idea, but it sounds like an interesting experiment to try. ;-)


Post a reply to this message

From: Kenneth
Subject: Re: Clothed in light.
Date: 14 Nov 2017 17:05:00
Message: <web.5a0b67b753fdf90589df8d30@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
>
> (As a faster alternative to photons for this particular scene, you might
> try using mirrored copies of your primary light sources,
> `projected_through` the corresponding mirrors...

That's an interesting trick, that I wouldn't have thought of. Thanks.


Post a reply to this message

From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 17:40:43
Message: <5a0b70eb$1@news.povray.org>
On 14/11/2017 21:55, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>>
>> The lighting is problematic. The light in the hall of mirrors brightens
>> when I switch on radiosity. I did not mean this to turn into an
>> experiment in radiosity but it looks looks like it is going to be. I
>> have a normal area light in there to even things out.
>>
> 
> As the mirror reflections indicate, your dance hall has mirrors on only two
> walls.

Three mirrored walls in fact. I chose the camera position so that I 
wouldn't have much of a hall of mirrors, effect.Just a view of three sides.

> I wonder what would happen re: radiosity and photon complexity if all
> four walls were mirrored?! (The 'infinite mirror-reflection' thing.) I have no
> idea, but it sounds like an interesting experiment to try. ;-)
> 

So you want that I give my machine a stress test? ;)

Of course I'll give it a go. :)

-- 

Regards
     Stephen


Post a reply to this message

From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 19:00:34
Message: <5a0b83a2@news.povray.org>
On 14/11/2017 22:40, Stephen wrote:
> 
> So you want that I give my machine a stress test? ;)
> 
Not so bad. Less than 6 minutes


> Of course I'll give it a go. :)

No AA nor photons. Max Level 53/64
-- 

Regards
     Stephen


Post a reply to this message


Attachments:
Download 'studio_vic2d_y_901a2x_0000.png' (773 KB)

Preview of image 'studio_vic2d_y_901a2x_0000.png'
studio_vic2d_y_901a2x_0000.png


 

From: Thomas de Groot
Subject: Re: Clothed in light.
Date: 15 Nov 2017 02:54:24
Message: <5a0bf2b0$1@news.povray.org>
On 14-11-2017 10:57, Stephen wrote:
> On 14/11/2017 08:03, Thomas de Groot wrote:
>> On 13-11-2017 21:27, Stephen wrote:
>>> The tunic and wings are emissive df3s, made from Poser models.
>>>
>>> I think I need a dragon and a rocky scene to complete this. :)
>>>
>>>
>>
>> Yes indeed although I like this ballet school setting with the mirrors. 
> 
> It is old enough to have been made in Moray. :-)
> 
>> A couple of things, if I may: (1) the overhead lights should be dimmed 
>> - probably by at least 50 % (if not 25%) also for compensating the 
>> light reflections from the mirrors. 
> 
> The lighting is problematic. The light in the hall of mirrors brightens 
> when I switch on radiosity. I did not mean this to turn into an 
> experiment in radiosity but it looks looks like it is going to be. I 
> have a normal area light in there to even things out.
> 
> 
> 
> (2) Could you merge this scene with your
>> ballerina animation? That was awesome.
>>
> 
> Hmm! has anyone told you that you have an evil mind, recently?
> As if I haven't enough to do. ;-)

No. Nobody dares to. ;-)

> 
> It is an interesting challenge though. First I have to find out why when 
> I create the df3s there is a problem with the handiness. Or more likely 
> with my set up. Then unless I wanted to make a df3 that coveres the 
> whole playing area. I would need to work out a method of tracking the 
> mesh to move the slicing rig there.
> On the brighter side. jr is working on a set of utilities for df3s. So 
> it might be possible in the future.
> 

I knew it was a difficult question, but I am confident in the results :-)


-- 
Thomas


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.