POV-Ray : Newsgroups : povray.binaries.images : Symmetry Server Time
13 Nov 2024 03:45:55 EST (-0500)
  Symmetry (Message 1 to 4 of 4)  
From: triple r
Subject: Symmetry
Date: 26 Oct 2007 13:45:01
Message: <web.472227107963049d88727a860@news.povray.org>
Yet another Wings3d muse.  Needs something, but radiosity or focal blur get
expensive.  Maybe a price tag would do the trick.

 - Ricky


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From: Shay
Subject: Re: Symmetry
Date: 26 Oct 2007 14:54:49
Message: <472237f9$1@news.povray.org>
triple_r wrote:
> Needs something,

How about a larger render? I am curious to see if these methods can 
produce print-quality work.

  -Shay


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From: triple r
Subject: Re: Symmetry
Date: 26 Oct 2007 16:35:00
Message: <web.47224ece6b77732088727a860@news.povray.org>
Shay <Sha### [at] cccc> wrote:
> triple_r wrote:
> > Needs something,
>
> How about a larger render? I am curious to see if these methods can
> produce print-quality work.
>
>   -Shay

Then it deserves a disclaimer.  I had to Gimp out a few artifacts.  I'm not
quite sure where they're coming from.  They're in the form of white pixels
around the edges of the mesh (not necessarily intersections or bad normals
or something).  Mesh quality seems probable, but it's a pretty smooth mesh.
 Max trace maybe, but I thought that gave black pixels.  And they don't show
up for spheres or tori.  And the box is another story.  The top surface has
a normal and reflection, the other two have -- wait a minute?! -- a
gradient with diffuse 0, ambient 1?  It's a dirty trick, I know.  Sorry.
It's just that the easiest possible thing to fake subsurface scattering on
is a cube lit uniformly on one side.  It amounts to a gradient that falls
off exponentially.

But I'll work on it.  By the time you add area lights and enough AA for the
blurred reflection to look alright, it really slows down.  And that's
without radiosity or blur.  I'll improve it and start the big render.

 - Ricky


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From: William Tracy
Subject: Re: Symmetry
Date: 26 Oct 2007 22:45:52
Message: <4722a660$1@news.povray.org>
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triple_r wrote:
> It's just that the easiest possible thing to fake subsurface scattering on
> is a cube lit uniformly on one side.

I could swear that there's subsurface scattering on the sphere itself.

- From an artistic standpoint, the subsurface scattering effect on the
pedestal doesn't feel right. I think it would look better if it were
just opaque.

How long are your renders taking?

- --
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

You know you've been raytracing too long when you've analysed the photos
on the cover of Weekly World News and think that you could have done a
more convincing job with POV.
    -- George Erhard
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