POV-Ray : Newsgroups : povray.binaries.images : Help ! Server Time
29 Apr 2024 13:40:33 EDT (-0400)
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From: Sven Littkowski
Subject: Re: Help !
Date: 4 Apr 2018 07:36:36
Message: <5ac4b8c4$1@news.povray.org>
His e-mail address, if you want to contact him, is jamaica_sven, and he
is using that big search engine provider that starts with a "y" and ends
with the com extension.   ;-)

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From: Sven Littkowski
Subject: Re: Help !
Date: 4 Apr 2018 07:38:24
Message: <5ac4b930$1@news.povray.org>
Here's my suggestion: if you like, provide the source code, and invite
interested members to create their own floors and then we all share our
scenes here in this thread. I believe, that can give you plenty of new
ideas! I would participate.

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From: Kenneth
Subject: Re: Help !
Date: 5 Apr 2018 00:20:00
Message: <web.5ac5a3b7dd1ae8eaa47873e10@news.povray.org>
"Mr" <mauriceraybaud [at] hotmail dot fr>> wrote:
> kurtz le pirate <kur### [at] gmailcom> wrote:
>
> adding a very small depth of field using aperture would make it slightly
> photographic.
>

Yes, I think that would add some nice realism to the scene. (Well, a bit of
additional realism, as it already looks quite beautiful.)

I kind of like the floor as it is. Being rather simple and non-colored, it
really makes the bold object color(s) and finish stand out.


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From: Kenneth
Subject: Re: Help !
Date: 5 Apr 2018 00:30:01
Message: <web.5ac5a576dd1ae8eaa47873e10@news.povray.org>
Also, my only quibbles: The light source is almost *too* diffused; the shadows
looks a bit unnatural to my eyes. And, if the image is already using radiosity,
I'm not seeing the object's 'bounce' colors on the floor, the way I would expect
from such a colorful object.


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From: kurtz le pirate
Subject: Re: Help !
Date: 5 Apr 2018 13:09:07
Message: <5ac65833@news.povray.org>
Le 03/04/2018 à 19:04, kurtz le pirate a écrit :

Sorry about that clumsy subject et thank you for your comments.

Some points :
  - yes, the torus shape is an isosurface.
  - the floor currently uses
	finish {
		ambient 0.00
		emission 0.10
		diffuse 0.80
		reflection { 0.05 fresnel on }
		specular 0.90
		roughness 1/20
		}
	normal {
		wrinkles 0.40
		scale 2
		}
- a wooden surface and even better isowood surface, i had already 
thought about it...
- no radiosity but area lights

- sharing the source code ? yes, great idea Sven.
I'll work on my code a little to make it "presentable."

Here, a new test with photon. Same floor :(

See you soon


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Attachments:
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Preview of image 'wip_02.jpg'
wip_02.jpg


 

From: Bald Eagle
Subject: Re: Help !
Date: 5 Apr 2018 15:05:01
Message: <web.5ac6732edd1ae8eac437ac910@news.povray.org>
kurtz le pirate <kur### [at] gmailcom> wrote:
> Le 03/04/2018 à 19:04, kurtz le pirate a écrit :

> Here, a new test with photon. Same floor :(

That's looking great  :)
You could do something different by:

float it on some clouds
put it on a plate like a pastry, or in a doughnut box
drip frosting onto it, or cover it in powdered sugar (snow macros)
Have it rising up out of water, or lava
have it resting on a bed of hot coals, newly "forged"
have it rest on or partially submerged in particles of some kind-
    ball bearings, jacks, sand, gravel/stones (HOF), chips of the jewel it was
"carved" from...
Cover it in Escher ants (moebius)
suspend it from a networks of strings, ropes, chains, cables...


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From: Alain
Subject: Re: Help !
Date: 5 Apr 2018 17:09:43
Message: <5ac69097@news.povray.org>
Le 18-04-05 à 13:09, kurtz le pirate a écrit :
> Le 03/04/2018 à 19:04, kurtz le pirate a écrit :
> 
> Sorry about that clumsy subject et thank you for your comments.
> 
> Some points :
>   - yes, the torus shape is an isosurface.
>   - the floor currently uses
>      finish {
>          ambient 0.00
>          emission 0.10
>          diffuse 0.80
>          reflection { 0.05 fresnel on }
>          specular 0.90
>          roughness 1/20
>          }
>      normal {
>          wrinkles 0.40
>          scale 2
>          }
> - a wooden surface and even better isowood surface, i had already 
> thought about it...
> - no radiosity but area lights
> 
> - sharing the source code ? yes, great idea Sven.
> I'll work on my code a little to make it "presentable."
> 
> Here, a new test with photon. Same floor :(
> 
> See you soon
> 
> 
> 

Don't forget that fresnel demand that you also set an interior with an IOR.
If you don't define an IOR, it default to 1, the same as empty space.
If there is no difference in the IORs, then, there is NO fresnel 
relfection at all. Fresnel reflection is governed by the change of IOR 
at the surfece of the object.

Using reflection{1 fresnel} is the most realistic. After that, the IOR 
of the object will affect the effective maximum reflection as well as 
it's minimal level.
If the IOR is very low, like 1.01, you'll get barely any reflection at 
all, even at the most grazing angles.
If the IOR is very large, like 10, then, even when looking at the 
surface perpendicularly, you'll get a large amount of reflection.


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From: clipka
Subject: Re: Help !
Date: 6 Apr 2018 01:03:24
Message: <5ac6ff9c$1@news.povray.org>
Am 05.04.2018 um 19:09 schrieb kurtz le pirate:

>  - the floor currently uses
>     finish {
>         ambient 0.00
>         emission 0.10

No. No. Absolutely no. Unless you /specifically/ want to model something
that glows in the dark, do NOT EVER use "emission".

If you want to brighten up shadows, use radiosity or "ambient".

>         diffuse 0.80
>         reflection { 0.05 fresnel on }

With "fresnel on", you also need an "interior { ior WHATEVER }" (with
WHATEVER being non-equal to zero) or you don't get any reflections at all.

Also, the level of reflection seems pretty low to me.


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From: Kenneth
Subject: Re: Help !
Date: 6 Apr 2018 02:40:00
Message: <web.5ac71616dd1ae8eaa47873e10@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 05.04.2018 um 19:09 schrieb kurtz le pirate:
>
> >  - the floor currently uses
> >     finish {
> >         ambient 0.00
> >         emission 0.10
>
> No. No. Absolutely no. Unless you /specifically/ want to model something
> that glows in the dark, do NOT EVER use "emission".
>
> If you want to brighten up shadows, use radiosity or "ambient".
>

That's interesting; I thought ambient and emission were identical in their
effect (in a non-radiosity scene, that is.) Basically that they are
interchangable. I haven't yet seen an indication in the docs that suggests
otherwise(?)

Is there a visual difference? Or does it have to do with making sure that
POV-Ray's internal computations are performed correctly?


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From: Sven Littkowski
Subject: Re: Help !
Date: 6 Apr 2018 07:20:35
Message: <5ac75803@news.povray.org>
Waiting for the scene code, then i can hopefully show you a number of
amazing undergrounds, and give you plenty inspirations. :-)

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