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"RATH, CHRISTOPHER A" <car### [at] comcastnet> wrote:
> On 4/18/2024 1:35 PM, Alain Martel wrote:
> >> On 4/17/2024 12:17 PM, Cousin Ricky wrote:
> >>> On 2024-04-17 08:28 (-4), RATH, CHRISTOPHER A wrote:
> >>>>>
> >>>> This is a ways from being done, but I wanted to share the updated image
> >>>> even when I render with radiosity (which this version does not).
> >>>
> >>> technique is at:
> >>>
> >>>
https://wiki.povray.org/content/Knowledgebase:Language_Questions_and_Tips#Topic_13
> >>>
> >>> To avoid having this technique stall and take forever, use Alain's
> >>> modification:
> >>>
> >>> https://news.povray.org/49b9809b%241%40news.povray.org
> >>>
> >>> And I would cut the reflection in half or even lower; and if you're
> >>> using finish-level Fresnel, remember to use the reduced reflection as
> >>> its argument:
> >>>
> >>> finish
> >>> { fresnel 0.5
> >>> }
> >>>
> >>> The reflection of the water highlights on the right edge of the balloon
> >>>
> >> I looked at the code for doing the blurred reflections and started
> >> CSG objects and this technique where I can play with the variables.
> >>
> >> However, the balloon is an isosurface with a pretty small accuracy
> >> value to remove artifacts, so hitting it with 40X more rays drops the
> >> I don't think that will give me the blur effect.
> >>
> >> balloon using CSG instead of isosurfaces that may be the better
> >> solution, since I don't need a bumpy surface.
> >>
> >> -- Chris R
> > Then, you need to use the micro-normal technique. Add a normal statement
> > scaled very small.
> >
> > normal{granite scale 0.01}
> >
> > Then use a reasonable amount of antialiasing. Without antialiasing, the
> > micro-normal will result in a grainy image.
> >
> > Optionally : You may add some averaged blurring using a small number of
> > textures. Using averaged textures and micro-normals, you can use about 4
> > to 6 averaged textures and get very good results.
> Here's what I've come up with so far. I abandoned the texture-averaging
> blurring technique because it's just too slow, even using the ovus. I'm
> using a micro-normal instead. I also added a small transmit value along
> with the filter to the pigments. The colors have also been muted to
> better reflect what happens when you inflate a balloon. The reflection
> has been toned down quite a bit.
>
> These are test renderings of the distant balloon cluster and the nearby
> balloon. Getting them to look like this in the full scene is still a
> bit of a challenge.
>
> --
> -- Chris R
Finished a radiosity rendering with updated materials for the balloons. I think
it's better than the original.
-- Chris R
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