POV-Ray : Newsgroups : povray.binaries.images : Wineglasses, resumed : Re: Wineglasses, resumed Server Time
30 Mar 2025 23:02:30 EDT (-0400)
  Re: Wineglasses, resumed  
From: Cousin Ricky
Date: 22 Mar 2025 20:42:29
Message: <67df58f5$1@news.povray.org>
On 2025-03-14 13:59 (-4), Cousin Ricky wrote:
> On 2025-03-14 08:16 (-4), Mr wrote:
>>
>> a) From afar, the brightness seems sligthly off... as if the
>> texture-to-lighting-to-final-image gamma was somehow too high ...doubled? / not
>> reverse corrected as should happen in linear workflows allowing best contrast
>> preservation or maybe a media is at play in the room?
> 
> Probably just the overall lighting.  I did not use radiosity, and the
> ambient may be a little high.

Two more renders.  The first has a darker environment--brown walls,
although they don't show in the image.  Radiosity is still not used, but
my pre-fab environment computed a darker ambient because of the darker
walls.  The render time was 8 minutes for the photons and 33 minutes for
the render.

The second render is an outdoor patio scene using radiosity.

The glass design was tweaked for exactly 215 ml capacity, and the wine
level was tweaked to get exactly 50 ml.  Still no meniscus (yet).

>> b) Then opening the image at maximum size... Doesn't the anti-aliasing look to
>> be off? or too low? Is it Method 3 and/or no AA value combined with a camera
>> aperture? Where this shows most is on edge of the glass where some kinds of
>> fireflies appear.
> 
> It's the hyper-white of the highlights.  Since POV-Ray 3.6, color values
> are clipped post-anti-aliasing, which results in jaggies on bright
> highlights.  The only way to solve this is post-processing.  Sam Benge
> and I have both written tools in POV-Ray SDL that can do this, although
> thus far only Sam has published his tool.
> 
> Prior to 3.6, colors were clipped before anti-aliasing, which made for
> anemic-looking, albeit jaggies-free, highlights.  I actually prefer the
> post-clipping of the newer POVs, because that can be fixed--especially
> if the image is rendered to EXR.

Both renders were post-processed to add light bleeding.  The colored
fireflies on the rim and at the base of the stem are from the
high-dispersion crystal glass material.  I think the random appearance
results from complex multiple reflections that are too fine to bring out
the true detail at this resolution, and they are not bright enough for
my post-processing algorithm to smooth out.


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