POV-Ray : Newsgroups : povray.binaries.images : Symmetry : Re: Symmetry Server Time
5 Nov 2024 08:25:22 EST (-0500)
  Re: Symmetry  
From: triple r
Date: 26 Oct 2007 16:35:00
Message: <web.47224ece6b77732088727a860@news.povray.org>
Shay <Sha### [at] cccc> wrote:
> triple_r wrote:
> > Needs something,
>
> How about a larger render? I am curious to see if these methods can
> produce print-quality work.
>
>   -Shay

Then it deserves a disclaimer.  I had to Gimp out a few artifacts.  I'm not
quite sure where they're coming from.  They're in the form of white pixels
around the edges of the mesh (not necessarily intersections or bad normals
or something).  Mesh quality seems probable, but it's a pretty smooth mesh.
 Max trace maybe, but I thought that gave black pixels.  And they don't show
up for spheres or tori.  And the box is another story.  The top surface has
a normal and reflection, the other two have -- wait a minute?! -- a
gradient with diffuse 0, ambient 1?  It's a dirty trick, I know.  Sorry.
It's just that the easiest possible thing to fake subsurface scattering on
is a cube lit uniformly on one side.  It amounts to a gradient that falls
off exponentially.

But I'll work on it.  By the time you add area lights and enough AA for the
blurred reflection to look alright, it really slows down.  And that's
without radiosity or blur.  I'll improve it and start the big render.

 - Ricky


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