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>> For me the hardest part is getting the lighting correct now, either the
>> torii are too bright or the floor is too dark in the reflections. Using
>> Fresnel should give 100% reflection around the edges of the torii, so I
>> don't know why the floor is coming out so dark.
>
> Looks to me like you're not getting the right illumination on your floor,
> and that light intensity falls off drastically towards the horizon...?
Yeh, I'm struggling to replicate the lighting, I'm not sure how they manage
to get the main scene lit by that box-light (that you can see in the
reflection, and causing the caustics) but keep the plane well lit all the
way out. I could hack together something to boost the lighting out there,
but it doesn't seem right.
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clipka wrote:
> nemesis schrieb:
>
>> Lighting is not quite the same but worse: he seems to have gone for
>> surrealism as the liquid inside seems to go beyond the glass sides,
>> like as if molten with it...
>
> That's actually realistic.
thinking about it... it turns out perhaps the glass walls came out too
thick. That's the problem of taking a reference picture of glass with
all the refractions set and trying to draw the actual walls from it.
They're going to be slightly off, sure. I'll rework it and try a new
render...
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> Looks to me like you're not getting the right illumination on your floor,
> and that light intensity falls off drastically towards the horizon...?
OK I fixed it. The dark areas in the reflection are actually the sky, not
the floor! So I put a white sky in there (instead of black) and it looks
exactly right now. (the dark area in the reflection *is* the floor in the
distance)
Going away for a business trip for a few days so won't be able to post the
result until later next week - but should give MCPOV a good time to smooth
out the noise :-)
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scott schrieb:
> Thanks for the confirmation, it was something that was not really very
> clear at all in the docs.
I'd even go as far as to say it isn't in the docs at all :-)
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clipka wrote:
> scott schrieb:
>
>> Thanks for the confirmation, it was something that was not really very
>> clear at all in the docs.
>
> I'd even go as far as to say it isn't in the docs at all :-)
Time to warn Jim Holsenback (is the spelling right?). Isn't he
documenting the latest pov?
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nemesis schrieb:
> clipka wrote:
>> scott schrieb:
>>
>>> Thanks for the confirmation, it was something that was not really
>>> very clear at all in the docs.
>>
>> I'd even go as far as to say it isn't in the docs at all :-)
>
> Time to warn Jim Holsenback (is the spelling right?). Isn't he
> documenting the latest pov?
Well, he's /head/ of the documentation project. I hope he doesn't have
to do it all on his own...
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> OK I fixed it. The dark areas in the reflection are actually the sky, not
> the floor! So I put a white sky in there (instead of black) and it looks
> exactly right now. (the dark area in the reflection *is* the floor in the
> distance)
OK maybe not totally fixed. I got the lighter reflection bit ok, but now
the dark areas around the caustics inside the rings are not as black as the
original. I give up!
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Attachments:
Download 'image1.jpg' (247 KB)
Preview of image 'image1.jpg'
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scott escreveu:
>> OK I fixed it. The dark areas in the reflection are actually the sky,
>> not the floor! So I put a white sky in there (instead of black) and
>> it looks exactly right now. (the dark area in the reflection *is* the
>> floor in the distance)
>
> OK maybe not totally fixed. I got the lighter reflection bit ok, but
> now the dark areas around the caustics inside the rings are not as black
> as the original. I give up!
LOL
good enough to me and I wonder about render time.
Yes, either it's too dark or too bright when playing with it. I also
tried lots of postprocessing options, to no good. Mentalray's
dielectric shader definetely has an edge here, though I wonder about its
physical plausibility since 2 physical-based renderers were put to try
to mimic it and could not. Still, real or not, it looks damn good... :)
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis wrote:
> did you drop the media inside the torii? Post the changes, man! if you
> feel like it, that is. It's not GPL'd... :D
Hmm interesting. If I make a GPL scene, and some modifies it and posts a
rendered image of it, does it count as a "binary" of the scene, making him
legally required to post corresponding source, or is it just the result of
running the program?
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Nicolas Alvarez escreveu:
> nemesis wrote:
>> did you drop the media inside the torii? Post the changes, man! if you
>> feel like it, that is. It's not GPL'd... :D
>
> Hmm interesting. If I make a GPL scene, and some modifies it and posts a
> rendered image of it, does it count as a "binary" of the scene, making him
> legally required to post corresponding source, or is it just the result of
> running the program?
http://www.gnu.org/licenses/gpl.html
--
a game sig: http://tinyurl.com/d3rxz9
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