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Hi,
> Wow, I should take the comment about glass out of my reply to Andre's
"More
> Alcohol" posting and put it here instead. In case it's not seen I
basically
> said glass textures are both a good and bad thing, for obvious reasons.
I am begining to agree :)
> The B&W version is actually sepia and not all gray shades I see. Has a
good
> look to it.
I know, I thought it might help the photo look a little, plus I'm a fan of
sepia tinted grayscale images.
> That purple pitcher has too soft a highlight IMO, hate to say it because
of the
> tremendously long render time you endured.
Oh no worries. I was going for a frosted kind of plasticy (is that even a
real word?) look.
> Any plans to try a speeded up, less photon-intensive, version or has it
already
> been done?
Maybe. I really need to learn exactly what each of the settings do, so I can
balance quality with time. Though I am wondering what caused the long render
time for my image. The jug, water and glass meshes have thousands and
thousands of smooth triangles - could that be what took all the time, or was
it just that I went overboard on my settings? In global settings I used :
photons{
gather 20, 100
radius 0.1*phd, 2, 2//, 0.1*phd
autostop 0
jitter .4
expand_thresholds 0.2, 40
load_file "jugwaterglass.ph"
}
and then for the objects I used:
photons {
separation 0.02*phd
refraction on
ignore_photons
}
except for the two glasses which had reflective photons also.
Equiprawn
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