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Christian Froeschlin <chr### [at] chrfrde> wrote:
>
> The cave is very impressive. What did you use for the texture?
An averaged pigment_map, of two turbulated cells patterns, one larger-scaled
than the other. Rather high omega for the turbulence, too. The basic colors are
sort of pastel red, green and blue, plus gray--but the cells patterns create all
sorts of varying colors from those. Plus high phong. (The different colors are
much more discernable in white light; the yellow/orange cave lighting mutes
them down.)
There *was* an extra texture overlay, of water streaks on the cave walls (a
cylindrical function-image, with some transparency)--but because of the
complexity of the cave (a MERGE of cave, logo and the logo's crystal, which is
the photon target), that single extra texture was causing POV to actually
crash, when using photons! I really never found the root cause of the problem,
so I just eliminated the streaks. (I'm sure I could re-work the scene to
separate out some of that merge, which might solve it.)
>
> > No radiosity for this scene (yet); rad and photons together have some issues
> > that I haven't solved.
>
> Even without radiosity, the lighting might look more convincing if
> your light sources used fade_power 2 (or a reduced fade_distance
> in case they already do).
Yes, I agree. It was a real chore, trying to balance *all* the elements in the
scene. (I must have done 200+ test renders--150 of which I still have!) The
lights do have some fade, but need more. As do the photon effects, IMO.
KW
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