POV-Ray : Newsgroups : povray.binaries.images : Some older renderings from an old POVhead Server Time
31 Oct 2024 20:05:55 EDT (-0400)
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From: jr
Subject: Re: Some older renderings from an old POVhead
Date: 30 Dec 2018 10:05:00
Message: <web.5c28de59555f972248892b50@news.povray.org>
hi,

ingo <ing### [at] tagpovrayorg> wrote:
> in news:web.5c27f8d1555f972248892b50@news.povray.org jr wrote:
> > "Samuel B." <stb### [at] hotmailcom> wrote:
> >> > grass
> > this one "does it" for me.
> For me too, the frog eye perspective the foacl blur. Works nicely.

:-)  agree.  and then there's the light(ing)!  feels pretty real (together with
the hazy/overcast look of the sky .. a mellow summer day).


regards, jr.


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From: Bill Pragnell
Subject: Re: Some older renderings from an old POVhead
Date: 31 Dec 2018 07:15:00
Message: <web.5c2a07db555f97223d363f120@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:
> Hello all,

Good to see you're still tinkering, and always interesting to see such
high-quality results!
The bug's eye view of the grass must be my favourite of this batch :)
Interesting to see some pure geometry experiments too.

Bill


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From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 31 Dec 2018 13:20:00
Message: <web.5c2a5ca7555f9722102e48c00@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
> > Hello all,
> Yay!   He's back   :)
>
> I was just wondering about what you've been up to the other day - if you'd gone
> off to experiment with other graphics packages or something completely
> different.
>
>
> I miss your clever experiments and thought-provoking renders.
>
> Glad to see you sharing a few of the images from the archives... :)
>
> Merry Christmas, and Happy New Year

Hi Bald Eagle,

Thanks for the kind words :) Merry Christmas and a Happy New Year to you as
well~


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From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 31 Dec 2018 13:25:01
Message: <web.5c2a5ef3555f9722102e48c00@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-12-2018 23:16, Samuel B. wrote:
> > Hello all,
>
> Welcome back, Sam! We sorely miss you indeed, but happily, your examples
> and code are regularly whipped through our poor attempts at world fame. :-)
>
> I hope you will be staying with us for a little while?
>
> In any case, a Happy and Inventive New Year to you (and all, of course)!
>
> --
> Thomas

Hi Thomas! I'll try to visit more often this time. The ideas aren't pouring in
like they used to, but that means fewer distractions so I can finish a project,
right? :D


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From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 31 Dec 2018 13:35:00
Message: <web.5c2a6127555f9722102e48c00@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
> > Here's the result of my SSAO test: something kind of dusty. It hints at the
> > potential of using SSAO for POV scenes. If you were using inside tests this
> > would be _really_ slow to render, but since SSAO was performed on a depth pass,
> > it was pretty quick. But my SSAO algorithm might need some work...
>
>
> Hi Samuel,
>
> did you use a similar code as Rune's Illusion code?


Oops, I forgot to mention that I /did/ use Rune's illusion.inc to project the
image back into the scene. So, yes.


> Here is a (dark) example of seperating ambient occlusion step and final render.
>
> Norbert


Actual AO, screen-space AO, or what? Because it appears to highlight edges like
a proximity pattern, unlike ambient occlusion proper which only darks
cavities...


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From: Norbert Kern
Subject: Re: Some older renderings from an old POVhead
Date: 1 Jan 2019 04:45:01
Message: <web.5c2b35f6555f97221fbfafc10@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:

> Actual AO, screen-space AO, or what? Because it appears to highlight edges like
> a proximity pattern, unlike ambient occlusion proper which only darks
> cavities...

I used AO together with Rune's trick here:
http://news.povray.org/povray.binaries.images/message/%3Cweb.59c1a29281230942e962ef280%40news.povray.org%3E/#%3Cweb.59c
1a29281230942e962ef280%40news.povray.org%3E

AO is better than using a proximity pattern, when it comes to thousands of
objects.
In my image I used two proximity patterns - one for the question marks and one
for the other letters from A to Z.

Norbert


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From: Jörg "Yadgar" Bleimann
Subject: Re: Some older renderings from an old POVhead
Date: 4 Jan 2019 20:40:58
Message: <5c300b2a@news.povray.org>
Hi(gh)!

On 29.12.18 23:31, Samuel B. wrote:
> Heightmap + isosurface experiment. Sorta "meh," but promising.
> 
What did you precisely in this scene - interpolating a heightfield using 
a function? Tell us more about it!

See you in Khyberspace!

Yadgar

Now playing: Denis (Blondie)


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From: Jörg "Yadgar" Bleimann
Subject: Re: Some older renderings from an old POVhead
Date: 4 Jan 2019 20:47:03
Message: <5c300c97$1@news.povray.org>
Hi(gh)!

On 29.12.18 23:51, Samuel B. wrote:
> I don't think I ever posted an updated version of the bubbles I was rendering...
> My first attempts used blobs, which totally failed to capture the subtleties and
> detail of actual minimal surfaces. Unsatisfied, I turned my attention to actual
> geometry... only to find even more trouble, since the trade-off always seems to
> be: accuracy? or a long render time? choose one.
> 
> At any rate, I found out that three surfaces have to meet at 120 degrees if you
> want any sort of accuracy in your bubble cluster. This image portrays the
> metrics involved for two bubbles.
> 

A technical question: did you also render those 2D images with POV-Ray? 
I ask because of that still embryonal database project "POV-o-Rama" - if 
it is a true POV-Ray scene, I could include it!

See you in Khyberspace!

Yadgar

Now playing: Tag des Herrn (Frl. Menke)


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From: Kenneth
Subject: Re: Some older renderings from an old POVhead
Date: 6 Jan 2019 18:25:01
Message: <web.5c328cdc555f9722cd98345b0@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:

>
> First up is an image of the planet Earth lit up at night. A point light was
> placed at the very top of the sphere to project a semi-transparent image onto
> the plane... or I used spherical inversion. Can't remember, but the result is
> nearly the same either way. The bloom is from a newer technique that uses 2-pass
> separable gaussian blur. Faster, but not too flexible.
>

About your first grass image: Is the gaussian blur/bloom done as a
post-processing effect in Photoshop (or the like)? Or is it by some magical
trick(s) within POV-Ray itself? (I assume the former.) In any case, that bloom
adds a great deal of 'camera realism' to the grass render-- 'reducing' the hard
edges from what are usually pin-sharp rendered objects. It looks much more like
a real camera photo this way, IMO. (Meaning, an 'old'-style photo using actual
film.)

Really nice. Ditto your AO and SSAO experiments.


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From: Paolo Gibellini
Subject: Re: Some older renderings from an old POVhead
Date: 7 Jan 2019 11:45:06
Message: <5c338212$1@news.povray.org>
Samuel B. wrote on 29/12/2018 23:16:
> Hello all,
> 
> 
> Yeah, so it's been a while. I stop in every once in a while to lurk and see what
> everyone's up to. Seems to have calmed down a bit 'round these parts, but it's
> nice to know the POV-Ray community still exists (not to mention its one binding
> factor).
> 
> I haven't really been rendering much lately, but here are some things made
> between 2015-17. I hope to pick up some steam again so I don't, you know, die of
> boredom and inactivity or something :P
> 
> First up is an image of the planet Earth lit up at night. A point light was
> placed at the very top of the sphere to project a semi-transparent image onto
> the plane... or I used spherical inversion. Can't remember, but the result is
> nearly the same either way. The bloom is from a newer technique that uses 2-pass
> separable gaussian blur. Faster, but not too flexible.
> 
> 
> ~Sam
> 
Sam, I was really missing your images!
I wish you a happy 2019, full of nice pov-ing moments ;-)
Paolo


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