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Hello everyone,
Haven't been around or on POV for a while with RL, but have made some time
recently to poke around again, mainly with my HDR lightdome system. I usually
use megaPOV for certain features (HDR), but decided to try the latest 3.7 RC3
out with it and was rather impressed. Render time was a lot faster.
Additionally I was rather impressed with the focal blur implementation, was a
lot faster with far better quality than I was getting with the megaPOV version.
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Attachments:
Download 'window1.jpg' (307 KB)
Preview of image 'window1.jpg'
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That looks amazing. The lighting is unbelievable!
Regards,
Dave Blandston
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On 3/02/2011 23:42, Dave Blandston wrote:
> That looks amazing. The lighting is unbelievable!
I'd say the lighting is very believable ;)
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Am 03.02.2011 14:34, schrieb Trevor G Quayle:
> Additionally I was rather impressed with the focal blur implementation, was a
> lot faster with far better quality than I was getting with the megaPOV version.
Glad to hear that ;-)
Nice windows btw; is that CSG?
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Zeger Knaepen <zeg### [at] povplacecom> wrote:
> On 3/02/2011 23:42, Dave Blandston wrote:
> > That looks amazing. The lighting is unbelievable!
>
> I'd say the lighting is very believable ;)
Thanks. Actually the lighting is from my HDR based lightdome macro that I have
been working on (for years...). I just got back to fiddling with it again,
along with some new HDR light probes. Been usually using it in megaPOV for the
HDR support, but thought I'd see how it fares in the 3.7 releases (very pleased
with the performance and results, good work to all those involved in developing
it).
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clipka <ano### [at] anonymousorg> wrote:
> Am 03.02.2011 14:34, schrieb Trevor G Quayle:
>
> > Additionally I was rather impressed with the focal blur implementation, was a
> > lot faster with far better quality than I was getting with the megaPOV version.
>
> Glad to hear that ;-)
>
> Nice windows btw; is that CSG?
They are just a mesh object that I had inadvertently downloaded so I thought I'd
try them out in a test scene. The only real item I can take credit for in the
scene is the lighting, and even that is based off HDR maps by others. The wall
and ground textures are ones I got from Arroway that I've been using on occasion
(they come with diffuse, bump and specular maps however that I do combine into a
textured heightfield object).
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