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The metal textures are improved, using micronormal blurred reflection
rather than partial diffuse reflection, as the first version did.
The floor uses finish-level Fresnel, which was unavailable in POV-Ray
3.5. I had long suspected a problem with POV-Ray's Fresnel reflection,
but couldn't confirm my suspicion until clipka posted "Another tweak
towards realism" to p.b.i in February 2013. Since then, I have found a
workaround for older POV-Ray versions, but it wasn't something I could
reliably come up with prior to having a realistic Fresnel implementation
to compare it with. (See the "Moving indoors" thread from August 2021
in p.b.i for my workaround.)
The fade distance on the light source is very much shortened, making it
much closer to true inverse squared attenuation. (True inverse squared
attenuation is not used, due to a photon mapping bug in 3.8 beta.) I
also changed the lamp globe from clear glass to frosted.
I rendered each frame to EXR and post-processed them for iris
diffraction. I eliminated highlights on the floor and metallic
surfaces, relying entirely on the post-processing for light blooming
effects.
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Attachments:
Download 'rc3animetal.mp4.dat' (616 KB)
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