POV-Ray : Newsgroups : povray.binaries.images : Floating - WIP Server Time
22 Jun 2024 22:01:08 EDT (-0400)
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From: Chris R
Subject: Re: Floating - WIP
Date: 30 May 2024 13:40:01
Message: <web.6658b9e0239499c93d0038515cc1b6e@news.povray.org>
"RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
> On 4/18/2024 1:35 PM, Alain Martel wrote:

> >> On 4/17/2024 12:17 PM, Cousin Ricky wrote:
> >>> On 2024-04-17 08:28 (-4), RATH, CHRISTOPHER A wrote:
> >>>>>
> >>>> This is a ways from being done, but I wanted to share the updated image

> >>>> even when I render with radiosity (which this version does not).
> >>>


> >>> technique is at:
> >>>
> >>>
https://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_13
> >>>
> >>> To avoid having this technique stall and take forever, use Alain's
> >>> modification:
> >>>
> >>> https://news.povray.org/49b9809b%241%40news.povray.org
> >>>
> >>> And I would cut the reflection in half or even lower; and if you're
> >>> using finish-level Fresnel, remember to use the reduced reflection as
> >>> its argument:
> >>>
> >>> finish
> >>> { fresnel 0.5



> >>> }
> >>>
> >>> The reflection of the water highlights on the right edge of the balloon

> >>>
> >> I looked at the code for doing the blurred reflections and started

> >> CSG objects and this technique where I can play with the variables.
> >>
> >> However, the balloon is an isosurface with a pretty small accuracy
> >> value to remove artifacts, so hitting it with 40X more rays drops the

> >> I don't think that will give me the blur effect.
> >>

> >> balloon using CSG instead of isosurfaces that may be the better
> >> solution, since I don't need a bumpy surface.
> >>
> >> -- Chris R
> > Then, you need to use the micro-normal technique. Add a normal statement
> > scaled very small.
> >
> > normal{granite scale 0.01}
> >
> > Then use a reasonable amount of antialiasing. Without antialiasing, the
> > micro-normal will result in a grainy image.
> >
> > Optionally : You may add some averaged blurring using a small number of
> > textures. Using averaged textures and micro-normals, you can use about 4
> > to 6 averaged textures and get very good results.
> Here's what I've come up with so far.  I abandoned the texture-averaging
> blurring technique because it's just too slow, even using the ovus.  I'm
> using a micro-normal instead.  I also added a small transmit value along
> with the filter to the pigments.  The colors have also been muted to
> better reflect what happens when you inflate a balloon.  The reflection
> has been toned down quite a bit.
>
> These are test renderings of the distant balloon cluster and the nearby
> balloon.  Getting them to look like this in the full scene is still a
> bit of a challenge.
>
> --
> -- Chris R

Finished a radiosity rendering with updated materials for the balloons.  I think
it's better than the original.

-- Chris R


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