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Thomas de Groot <tho### [at] degrootorg> wrote:
> From the initial post I got the impression that it was more the cloth
> /texture/ that was the subject than the positioning of same. The later
> can be achieved without too much work using e.g. Blender or Poser; the
> former is - in my view - something much more difficult to achieve,
> especially considering the fine details shown in the zoom images of the
> fabrics presented in the video. It is not a /simple/ layered texture
> using pigment patterns or image patterns. It is something much more
> elaborate.
>
> Thomas
A lot of that can be approximated using textures instead. While what they do is
pretty neat, there's always some trick to be able to get a similar effect that
they did.
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Stephen <mca### [at] aolcom> wrote:
> On 08/01/2015 08:21, Thomas de Groot wrote:
> > From the initial post I got the impression that it was more the cloth
> > /texture/ that was the subject than the positioning of same. The later
> > can be achieved without too much work using e.g. Blender or Poser; the
> > former is - in my view - something much more difficult to achieve,
> > especially considering the fine details shown in the zoom images of the
> > fabrics presented in the video. It is not a /simple/ layered texture
> > using pigment patterns or image patterns. It is something much more
> > elaborate.
> >
>
> That's what I thought.
>
>
> --
>
> Regards
> Stephen
Sorry for the off topic drift then. So would this be something similar to the
cloth shading models that Luxrender and Mistuba offer? from the following page
it looks like the renderer used for the paper was Mitsuba
http://www.mitsuba-renderer.org/devblog/2012/05/mitsuba-used-in-siggraph-2012-technical-papers/
And since both these renderers are blender centric, you can indeed achieve these
effects from Blender.
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On 08/01/2015 17:33, Mr wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 08/01/2015 08:21, Thomas de Groot wrote:
>>> From the initial post I got the impression that it was more the cloth
>>> /texture/ that was the subject than the positioning of same. The later
>>> can be achieved without too much work using e.g. Blender or Poser; the
>>> former is - in my view - something much more difficult to achieve,
>>> especially considering the fine details shown in the zoom images of the
>>> fabrics presented in the video. It is not a /simple/ layered texture
>>> using pigment patterns or image patterns. It is something much more
>>> elaborate.
>>>
>>
>> That's what I thought.
>>
>>
>> --
>>
>> Regards
>> Stephen
>
> Sorry for the off topic drift then. So would this be something similar to the
> cloth shading models that Luxrender and Mistuba offer? from the following page
> it looks like the renderer used for the paper was Mitsuba
>
http://www.mitsuba-renderer.org/devblog/2012/05/mitsuba-used-in-siggraph-2012-technical-papers/
> And since both these renderers are blender centric, you can indeed achieve these
> effects from Blender.
>
>
Get thee behind me...
;-)
I thought it would be more suited for Blender.
Some of the images in your link are the same as in A.D.B.'s. So I guess
you are right. :-)
--
Regards
Stephen
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On 8-1-2015 16:32, jhu wrote:
> A lot of that can be approximated using textures instead. While what they do is
> pretty neat, there's always some trick to be able to get a similar effect that
> they did.
>
>
As you say, approximated. I agree with that as I have done some
incursions in that territory in the past. However, when you look at the
really fine details of their fabrics, you are shown things which are
pretty hard to simulate with textures, like the fine filaments from the
threads. These kind of details are rarely necessary in a scene, but they
certainly increase the natural effect of the lighting on them.
--
Thomas
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On 8-1-2015 18:33, Mr wrote:
> Sorry for the off topic drift then. So would this be something similar to the
> cloth shading models that Luxrender and Mistuba offer? from the following page
> it looks like the renderer used for the paper was Mitsuba
>
http://www.mitsuba-renderer.org/devblog/2012/05/mitsuba-used-in-siggraph-2012-technical-papers/
> And since both these renderers are blender centric, you can indeed achieve these
> effects from Blender.
>
Yes, that definitely is Mistuba. So, if possible to achieve in Blender,
I suppose they can then be exported to POV-Ray? :-)
That would be something neat!
--
Thomas
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Afterthought.
From the video, I guess one could do something similar using
appropriate df3 files in POV-Ray. The basic weave pattern initially
presented suspiciously resembles a df3.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Afterthought.
> From the video, I guess one could do something similar using
> appropriate df3 files in POV-Ray. The basic weave pattern initially
> presented suspiciously resembles a df3.
>
>
> --
> Thomas
from what I understood of the process, it basically is like media with a df3
file, except that they deform the pattern to get the surface.
actually, if you had a cloth object that was a closed mesh, and media could be
oriented along a surface normal, then povray could do this.
Regards,
A.D.B.
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> > Afterthought.
> > From the video, I guess one could do something similar using
> > appropriate df3 files in POV-Ray. The basic weave pattern initially
> > presented suspiciously resembles a df3.
> >
> >
> > --
> > Thomas
>
> from what I understood of the process, it basically is like media with a df3
> file, except that they deform the pattern to get the surface.
>
> actually, if you had a cloth object that was a closed mesh, and media could be
> oriented along a surface normal, then povray could do this.
>
> Regards,
> A.D.B.
The requirement of a closed mesh would make the whole scene much too heavy, I
think that's why the system is clever, If I understood correctly, it's a shading
model, so doesn't require the real volume... that's also why it's not exportable
from blender, because it's a renderer's feature, and occurs outside of Blender,
it only occurs after the geometry export during actual rendering process.
There is a feature that could be comparatively usefull though slightly less
accurate to create the fabric effects but at a fraction of the computing time
and would provide a diversity of other uses: it's tangent space normal maps,
which POV-Ray still lacks.
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On 22-1-2015 14:28, Mr wrote:
> There is a feature that could be comparatively usefull though slightly less
> accurate to create the fabric effects but at a fraction of the computing time
> and would provide a diversity of other uses: it's tangent space normal maps,
> which POV-Ray still lacks.
Yes, that is something which would be interesting to have in POV-Ray.
--
Thomas
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On 2015-01-07 21:56, jhu wrote:
>> I find Blender to be a massive pain to use. I can't import my models into it
>> >from povray, which is the only place I ever create models, and the interface is
>> >a clunky mass of mystery meat.
> It's a clunky mess because you're not used to it. That will be the same no
> matter what program you use (AutoCAD, Maya, 3D Studio Max, etc.).
>
That's such a lame excuse. It's a clunky mess because... It's a clunky mess.
Blender's UI absolutely, positively sucks. Period.
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