POV-Ray : Newsgroups : povray.binaries.images : M13 Machine Gun Bullet Links : Re: M13 Machine Gun Bullet Links Server Time
31 Jul 2024 06:18:02 EDT (-0400)
  Re: M13 Machine Gun Bullet Links  
From: Alain
Date: 24 Mar 2010 21:16:42
Message: <4baab97a$1@news.povray.org>

> clipka<ano### [at] anonymousorg>  wrote:
>> Excellent job with the links' CSG; I know how difficult things can get
>> with such curvatures. In such a close-up view, the links need beveling
>> though (yeah, I know that'd be a PITA to do ;-)).
>>
>> I think the casing looks more convincing now that you went for brass.
>> For a better effect, I recomment trying some blurred reflection though.
>> For the bullets a polished look seems ok to me, but not so for the
>> casing. (Then again, if you plan to show the bullets at way smaller
>> size, it probably doesn't matter much.)
>
> Thank you for the compliments and suggestions. I'm planning to "dirty-up" the
> casings quite a bit, and probably the bullets a little as well. I'm really glad
> you mentioned the blurred reflection. Something seemed "not quite right" that
> was haunting me, and that's it. Great suggestion.
>
> Bevelling was the one suggestion I feared most. I did consider it but decided
> the cost/benefit ratio was too high, and hoped nobody would notice. Darn!!! The
> bullets will be much smaller in the actual scene, but I'm planning to render the
> final at 8400 x 6300 pixels for printing, so even small objects will need good
> detail. Hopefully the dark, dull texture will help hide my limitations.
>
> This pretty much wraps up the final elements of my military Metallica image. And
> by the way, I noticed that version 3.7 allows objects with no_image to still
> have a radiosity effect on the rest of the scene, which is a feature I can
> really use in this particular image. Thanks for adding that feature!
>
> Regards,
> Dave Blandston
>

If you use blured reflection, there will be interreflection between 
objects that both have blured reflection. It will greatly increase the 
rendering time.
If you have a 50 samples blured reflection, after 2 surfaces, you'll 
have 2500 rays, 125000 after 3 surfaces, 31250000 after 4,.... Some 
pixels can take for ever and tomorow to render.

What you can do:
Have the objects with blured reflection in two instances.
The first one have the blured reflection and the no_reflection flag.
The second will only have normal reflection and the no_image flag.

That way, the object that you see directly will have blured reflection, 
but the one that you see in (blured) reflection will have normal 
reflection preventing the exponential increase in the number of rays.



Alain


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