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6 Oct 2024 02:57:08 EDT (-0400)
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From: LanuHum
Subject: Re: WIP: We check the union Blender - Povray
Date: 29 May 2015 16:10:00
Message: <web.5568c758b92297fd7a3e03fe0@news.povray.org>
Sorry!


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From: LanuHum
Subject: Re: WIP: We check the union Blender - Povray
Date: 29 May 2015 16:50:01
Message: <web.5568d04bb92297fd7a3e03fe0@news.povray.org>
Napkin


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From: LanuHum
Subject: Re: WIP: We check the union Blender - Povray
Date: 20 Jun 2015 17:20:00
Message: <web.5585d821b92297fd7a3e03fe0@news.povray.org>
I added a glass to a curtain.
Glass - lathe(bezier_spline).
Photons count - 20 000.


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From: Thomas de Groot
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 03:04:22
Message: <558661f6@news.povray.org>
On 20-6-2015 23:16, LanuHum wrote:
> I added a glass to a curtain.
> Glass - lathe(bezier_spline).
> Photons count - 20 000.
>
>
I am somewhat surprised by the strong, black shadow, but as the glass is 
rather thick-walled that must be correct I suppose.

-- 
Thomas


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From: LanuHum
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 06:25:06
Message: <web.55868fcfb92297fd7a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 20-6-2015 23:16, LanuHum wrote:
> > I added a glass to a curtain.
> > Glass - lathe(bezier_spline).
> > Photons count - 20 000.
> >
> >
> I am somewhat surprised by the strong, black shadow, but as the glass is
> rather thick-walled that must be correct I suppose.
>
> --
> Thomas

Yes, glass thick.
And the environment isn't present, walls very dark.
Lighting needs to be adjusted, but it in the final:
area_light takes a lot of time for a render.


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From: Thomas de Groot
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 06:56:38
Message: <55869866$1@news.povray.org>
On 21-6-2015 12:19, LanuHum wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 20-6-2015 23:16, LanuHum wrote:
>>> I added a glass to a curtain.
>>> Glass - lathe(bezier_spline).
>>> Photons count - 20 000.
>>>
>>>
>> I am somewhat surprised by the strong, black shadow, but as the glass is
>> rather thick-walled that must be correct I suppose.
>>
>> --
>> Thomas
>
> Yes, glass thick.
> And the environment isn't present, walls very dark.
> Lighting needs to be adjusted, but it in the final:
> area_light takes a lot of time for a render.
>

True indeed, but the glass is nice. It reminds me somehow of some 
electrical isolators I used as paper weights in the past.


-- 
Thomas


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From: LanuHum
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 08:40:01
Message: <web.5586af8fb92297fd7a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 21-6-2015 12:19, LanuHum wrote:
> > Yes, glass thick.
> > And the environment isn't present, walls very dark.
> > Lighting needs to be adjusted, but it in the final:
> > area_light takes a lot of time for a render.
> >
>
> True indeed, but the glass is nice. It reminds me somehow of some
> electrical isolators I used as paper weights in the past.
>
>
> --
> Thomas

I made a mirror of a prism.
I applied UV-mapping to lathe.

:)


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From: Thomas de Groot
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 10:02:56
Message: <5586c410$1@news.povray.org>
On 21-6-2015 14:35, LanuHum wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 21-6-2015 12:19, LanuHum wrote:
>>> Yes, glass thick.
>>> And the environment isn't present, walls very dark.
>>> Lighting needs to be adjusted, but it in the final:
>>> area_light takes a lot of time for a render.
>>>
>>
>> True indeed, but the glass is nice. It reminds me somehow of some
>> electrical isolators I used as paper weights in the past.
>>
>>
>> --
>> Thomas
>
> I made a mirror of a prism.
> I applied UV-mapping to lathe.
>
> :)
>

The uv_mapping gives an interesting effect. You can also achieve this 
with a gradient texture along the y-axis.

-- 
Thomas


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From: LanuHum
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 11:05:03
Message: <web.5586d1bdb92297fd7a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

>
> The uv_mapping gives an interesting effect. You can also achieve this
> with a gradient texture along the y-axis.
>
> --
> Thomas

Thanks!

Problem:
mesh2 glass vase


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From: Alain
Subject: Re: WIP: We check the union Blender - Povray
Date: 21 Jun 2015 13:58:19
Message: <5586fb3b@news.povray.org>

> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>>
>> The uv_mapping gives an interesting effect. You can also achieve this
>> with a gradient texture along the y-axis.
>>
>> --
>> Thomas
>
> Thanks!
>
> Problem:
> mesh2 glass vase
>

You should use spacing instead of count for your photons.
That way, you set the density of the photons coverage and don't spread 
your photons between the various objects and light_source.
Also, if one object seems to receive enough photons, but the other 
don't, you can use target float.
The float value is to be used as a multiplicator for the spacing.
target 0.5 will reduce the effective spacing for that object by half, 
for 4 times as many photons.

If you want the photons to be reflected by the mirror, using target 2 or 
3 will reduce the number of photons dirrected at the mirror. As it's a 
flat surface, it don't need as much coverage as the glasses.



Alain


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