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Hi!
I am the member of Russian-speaking community Blender3D
I saw very beautiful works performed in Povray
I write the exporter from Blender to Povray, but I am not a master in Povray
Me ask: "Why I do it? That it is better: Povray or Luxrender, or Cycles?"
I don't know what to answer.
On our site carried out the test: one scene - different renderers.
Luxrender:
http://www.blender3d.org.ua/forum/rendering/iwe/upload/render-test2.jpg
http://www.blender3d.org.ua/forum/rendering/iwe/upload/render-test.Scene.00002.jpg
http://www.blender3d.org.ua/forum/rendering/iwe/upload/s_tonemapped_plus_35_saturation.jpg
V-ray:
http://www.blender3d.org.ua/forum/rendering/iwe/upload/render_Camera.0019_35min.jpg
Yafaray:
http://www.blender3d.org.ua/forum/rendering/iwe/upload/rt1_0.jpg
Indigo:
http://blender3d.org.ua/forum/rendering/iwe/upload/indigo-iso600.jpg
MicroRender:
http://www.blender3d.org.ua/forum/rendering/iwe/upload/MicroRender.jpg
Other:
http://www.blender3d.org.ua/forum/rendering/iwe/upload/01tm2.jpg
http://blender3d.org.ua/forum/rendering/iwe/upload/render-test.jpg
Who can show to participants, what Povray - very good renderer for this scene?
If you have no time or desire, help me to adjust a scene.
Scene in a format test.pov here:
http://yadi.sk/d/EW-M2QoIFe2A3
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From: Thomas de Groot
Subject: Re: Help Povray! The master class is required!
Date: 8 Jan 2014 07:51:56
Message: <52cd49ec$1@news.povray.org>
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On 8-1-2014 12:24, LanuHum wrote:
> Who can show to participants, what Povray - very good renderer for this scene?
> If you have no time or desire, help me to adjust a scene.
> Scene in a format test.pov here:
> http://yadi.sk/d/EW-M2QoIFe2A3
>
>
I am going to play with this scene, although I am not - ultimately - the
best one to render the final image. I think that others are much more
capable for this kind of indoor scene, like Jaime. However, I shall help
out were possible.
A first comment:
The textures for the glass window panes in frame_side_object.inc,
frame_top_001_object.inc, and frame_top_object.inc, are switched with
the plastic frames. So, where glass_clear_tex is given as texture in the
files, this should be replaced by plastic_white_tex, and inversely.
Additionally, a filter and/or transmit value should be added to the glass.
Thus far for now.
Thomas
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From: Thomas de Groot
Subject: Re: Help Povray! The master class is required!
Date: 8 Jan 2014 08:21:13
Message: <52cd50c9$1@news.povray.org>
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Comment 2:
The mirror is turned against the wall. It should be rotated 180 degrees.
This is rather difficult to do in the present scene without avoiding
orbiting of the mirror object.
Comment 3:
There is a folding chair missing.
Comment 4:
Water texture needs a filter/transmit value.
Comment 5:
The light_source position is different from those in the renders in the
links.
For now ;-) see image in p.b.i.
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
>
> A first comment:
> The textures for the glass window panes in frame_side_object.inc,
> frame_top_001_object.inc, and frame_top_object.inc, are switched with
> the plastic frames. So, where glass_clear_tex is given as texture in the
> files, this should be replaced by plastic_white_tex, and inversely.
> Additionally, a filter and/or transmit value should be added to the glass.
>
> Thus far for now.
>
> Thomas
Yes! The initial file old, was created in a blender-2.4x. Now - blender 2.69
I guessed the wrong materials only 30 minutes ago.
Thank you!
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Am 08.01.2014 12:24, schrieb LanuHum:
> Who can show to participants, what Povray - very good renderer for this scene?
> If you have no time or desire, help me to adjust a scene.
Another thing to improve is to use materials rather than textures where
possible; this allows to define index of refraction (necessary for
physically realistic reflections e.g. on glass or water) and
distance-based attenuation (also a good thing for modeling realistic glass).
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Am 08.01.2014 15:03, schrieb clipka:
> Am 08.01.2014 12:24, schrieb LanuHum:
>
>> Who can show to participants, what Povray - very good renderer for
>> this scene?
>> If you have no time or desire, help me to adjust a scene.
>
> Another thing to improve is to use materials rather than textures where
> possible; this allows to define index of refraction (necessary for
> physically realistic reflections e.g. on glass or water) and
> distance-based attenuation (also a good thing for modeling realistic
> glass).
Another thing: The reflection parameters are way off the mark for some
materials (> 1.0, which is physically nonsense)
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clipka <ano### [at] anonymousorg> wrote:
> Am 08.01.2014 15:03, schrieb clipka:
> > Am 08.01.2014 12:24, schrieb LanuHum:
> >
> >> Who can show to participants, what Povray - very good renderer for
> >> this scene?
> >> If you have no time or desire, help me to adjust a scene.
>
> Another thing to improve is to use materials rather than textures where
> possible; this allows to define index of refraction (necessary for
> physically realistic reflections e.g. on glass or water) and
> distance-based attenuation (also a good thing for modeling realistic
> glass).
>
Oh! I thought that the material and is texture{pigment normal finish}
What there is a material in that case?
> Another thing: The reflection parameters are way off the mark for some
> materials (> 1.0, which is physically nonsense)
Thanks! I will correct!
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Am 08.01.2014 15:38, schrieb LanuHum:
> clipka <ano### [at] anonymousorg> wrote:
>> Am 08.01.2014 15:03, schrieb clipka:
>>> Am 08.01.2014 12:24, schrieb LanuHum:
>>>
>>>> Who can show to participants, what Povray - very good renderer for
>>>> this scene?
>>>> If you have no time or desire, help me to adjust a scene.
>>
>> Another thing to improve is to use materials rather than textures where
>> possible; this allows to define index of refraction (necessary for
>> physically realistic reflections e.g. on glass or water) and
>> distance-based attenuation (also a good thing for modeling realistic
>> glass).
>>
>
> Oh! I thought that the material and is texture{pigment normal finish}
> What there is a material in that case?
The material includes the "interior" block:
#declare MyMaterial = material {
texture { ... }
interior { ... }
}
#declare MyMesh = mesh {
...
material { MyMaterial }
}
Unfortunately it doesn't work for meshes with multiple textures. Still,
there should be a way to specify an interior for those as well, such as:
#declare MyMesh = mesh {
triangle { ... texture { MyTexture1 } }
triangle { ... texture { MyTexture2 } }
...
interior { MyInterior }
}
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clipka <ano### [at] anonymousorg> wrote:
>
> The material includes the "interior" block:
>
> #declare MyMaterial = material {
> texture { ... }
> interior { ... }
> }
>
> #declare MyMesh = mesh {
> ...
> material { MyMaterial }
> }
>
Thanks!
>
> Unfortunately it doesn't work for meshes with multiple textures. Still,
> there should be a way to specify an interior for those as well, such as:
>
> #declare MyMesh = mesh {
> triangle { ... texture { MyTexture1 } }
> triangle { ... texture { MyTexture2 } }
> ...
> interior { MyInterior }
> }
My exporter has it. No problem!
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From: Thomas de Groot
Subject: Re: Help Povray! The master class is required!
Date: 8 Jan 2014 10:58:40
Message: <52cd75b0$1@news.povray.org>
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On 8-1-2014 16:30, clipka wrote:
> Unfortunately it doesn't work for meshes with multiple textures. Still,
> there should be a way to specify an interior for those as well, such as:
Using Poseray, I wanted to save the mesh{} as mesh2{} (which worked
well) but then, somehow, the objects were displaced elsewhere it seems.
In any case, they became invisible in the scene.
Thomas
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