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More HDRI fun...!
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Attachments:
Download 'the-chess-game-hdri-1b.jpg' (148 KB)
Preview of image 'the-chess-game-hdri-1b.jpg'
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Ooo... classy.
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nice! how did you manage to get the pentagram-shaped bokeh on the
defocus? (i.e. the apeture shape?)
(been out of the loop a little, but last time i used some dof, the bokeh
came out perfectly square-shaped)
benp
the_ajj wrote:
> More HDRI fun...!
>
>
> ------------------------------------------------------------------------
>
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bp <ben### [at] rspcomau> wrote:
> nice! how did you manage to get the pentagram-shaped bokeh on the
> defocus? (i.e. the apeture shape?)
> (been out of the loop a little, but last time i used some dof, the bokeh
> came out perfectly square-shaped)
> benp
>
>
> the_ajj wrote:
> > More HDRI fun...!
> >
> >
> > ------------------------------------------------------------------------
> >
Nice of you to notice! The dof and bokeh effects were done as a bit of
post-processing in photoshop using dofpro
(http://www.richardrosenman.com/index.htm) - it gives much nicer results
than the blur_samples function in povray. I used the megapov post
processing function to produce a depth map and then used this in the
plugin. The details are on my web site:
http://www.squaretomato.co.uk/povray/index.php?thegame
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excellent!
so, did you render an 8bit image out of povray?
Ideally you'd render a float precision image so you can get all the
out-of-focus hilight shapes just as bright as the in-focus hilights.
benp
the_ajj wrote:
> bp <ben### [at] rspcomau> wrote:
>
>>nice! how did you manage to get the pentagram-shaped bokeh on the
>>defocus? (i.e. the apeture shape?)
>>(been out of the loop a little, but last time i used some dof, the bokeh
>>came out perfectly square-shaped)
>>benp
>>
>>
>>the_ajj wrote:
>>
>>>More HDRI fun...!
>>>
>>>
>>>------------------------------------------------------------------------
>>>
>
>
> Nice of you to notice! The dof and bokeh effects were done as a bit of
> post-processing in photoshop using dofpro
> (http://www.richardrosenman.com/index.htm) - it gives much nicer results
> than the blur_samples function in povray. I used the megapov post
> processing function to produce a depth map and then used this in the
> plugin. The details are on my web site:
>
> http://www.squaretomato.co.uk/povray/index.php?thegame
>
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bp <ben### [at] rspcomau> wrote:
> excellent!
> so, did you render an 8bit image out of povray?
> Ideally you'd render a float precision image so you can get all the
> out-of-focus hilight shapes just as bright as the in-focus hilights.
> benp
>
>
Sorry - I have no idea what you are talking about - sounds good though. How
would I go about doing that? I could then re-render and see the
difference.
Adrian
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The jaggies on the checkers kill it as far as realism go. Maybe a marble
checker board would make this less visible, or higher AA settings. The rest
is so real though. good work!
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"Ross" <rli### [at] everestkcnet> wrote:
> The jaggies on the checkers kill it as far as realism go. Maybe a marble
> checker board would make this less visible, or higher AA settings. The rest
> is so real though. good work!
Thanks. I think it may be a problem with the image as a JPEG rather than a
bitmap. I'll check when i get home!
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"the_ajj" <nomail@nomail> wrote:
> "Ross" <rli### [at] everestkcnet> wrote:
> > The jaggies on the checkers kill it as far as realism go. Maybe a marble
> > checker board would make this less visible, or higher AA settings. The rest
> > is so real though. good work!
>
> Thanks. I think it may be a problem with the image as a JPEG rather than a
> bitmap. I'll check when i get home!
Nope - not a problem with the jpeg - bugger. I've tried a few render tests
with higher aa - changed the sampling method to 2 etc but I can't get rid
of the buggers...oh well ! Any ideas welcome!
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On Fri, 11 Nov 2005 22:04:07 +0100, the_ajj <nomail@nomail> wrote:
> Nope - not a problem with the jpeg - bugger. I've tried a few render
> tests
> with higher aa - changed the sampling method to 2 etc but I can't get rid
> of the buggers...oh well ! Any ideas welcome!
It is probably the HDRI that is causing the jaggies. The white squares are
just too bright.
To get rid of the jaggies, you can render at a higher resolution and then
downsample the image.
--
FE
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