POV-Ray : Newsgroups : povray.binaries.images : Some older renderings from an old POVhead Server Time
28 Mar 2024 17:40:39 EDT (-0400)
  Some older renderings from an old POVhead (Message 25 to 34 of 34)  
<<< Previous 10 Messages Goto Initial 10 Messages
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...


Post a reply to this message

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


Post a reply to this message

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)


Post a reply to this message

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)


Post a reply to this message

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.


Post a reply to this message

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


Post a reply to this message

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 13 Jan 2019 15:05:01
Message: <web.5c3b99cf555f9722102e48c00@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> 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)

Hello Yadgar,

Sorry for the late reply; I haven't been doing too good lately.

For that rendering I used a height map inside an isosurface function and a
pattern (granite iirc) for the horizontal striations, with matching pigment. The
height map itself might have been generated with a free version of World
Machine... or Terragen. Probably World Machine due to the low quality (the free
version limited the output to something like 512x512).


Post a reply to this message

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 13 Jan 2019 15:10:00
Message: <web.5c3b9b0f555f9722102e48c00@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> 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...
> >
>
> 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)

Yeah, POV-Ray was used for the 2D images.

Somewhere I also have the file to render a 3D bubble cluster (foam), but I was
never happy with the lack of meniscus(es) adjoining the bubbles, which was going
to be an expensive thing to model... either due to the complexity involved, or
the long render times...

Sam


Post a reply to this message

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 13 Jan 2019 15:20:00
Message: <web.5c3b9c70555f9722102e48c00@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> "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.

The gaussian blur was produced in two passes using POV-Ray. The idea is to blur
the image horizontally on the first pass, and then vertically on the second.
This saves a lot of computation time since the problem is no longer x_res *
y_res, but is now x_res + y_res. It's not nearly as flexible as other ways of
producing bloom effects, though...


Post a reply to this message

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 13 Jan 2019 15:20:00
Message: <web.5c3b9d25555f9722102e48c00@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> Sam, I was really missing your images!
> I wish you a happy 2019, full of nice pov-ing moments ;-)
> Paolo

Hi Paolo,

I miss all you guys :) I hope to get back to rendering things again soon (when
inspiration strikes me hard enough, I guess ;) )


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.