POV-Ray : Newsgroups : povray.binaries.images : Three Buddhas - Multipass Rendering vs Radiosity : Re: Three Buddhas - Multipass Rendering vs Radiosity Server Time
31 Jul 2024 04:27:40 EDT (-0400)
  Re: Three Buddhas - Multipass Rendering vs Radiosity  
From: Tek
Date: 30 Apr 2010 19:45:39
Message: <4bdb6ba3@news.povray.org>
BTW is there any chance you could show us the source to those materials?

I'd love to know if they're incredibly precisely based on reality or if they 
just look real because of the proximity pattern and how you've lit & 
"photographed" them.

-- 
Tek
http://evilsuperbrain.com

"Tek" <tek### [at] evilsuperbraincom> wrote in message 
news:4bdb6aea$1@news.povray.org...
> Stunningly realistic materials & rendering techniques. I genuinely thought 
> it was a photo.
>
> I'm half tempted to out-do you by printing a piece of paper with a grid of 
> measurements & pov logos and taking a photo of an ornament, to demonstrate 
> *total* photo realism! Mwahahaha!
>
> I'd had a similar thought about user defined cameras and stochastic 
> sampling, primarily because pov's apeture shape for focal blur is a cube, 
> which is unlike any camera that could ever be built! But I gave up when 
> the calculations for a nice random distribution on a  5-blade iris started 
> to hurt my brain. If you crack it (the problem, not my brain) I'd love to 
> see the code!
>
> -- 
> Tek
> http://evilsuperbrain.com
>
> "Edouard" <pov### [at] edouardinfo> wrote in message 
> news:web.4bda380478961eac21619a220@news.povray.org...
>> Hi all - I ended up with a little bit of time, so I thought I'd try 
>> combining
>> some of my techniques into a test render to see what sort of quality I 
>> could
>> get.
>>
>> This is a high quality mesh of a Buddha (from Jotero.com I think) with 
>> one
>> (approx) 40x40x40 DF3 proximity pattern applied to three textures 
>> (bronze, stone
>> and steel).
>>
>> The environment map is an HDR lightprobe I did of my old office (with a 
>> nice
>> balance of outside and inside lighting).
>>
>> The lighting rig consists of 64 area lights generated by LighMapGen. I 
>> set the
>> "no_radiosity" flag on the environment map, and then turned on a very low
>> quality radiosity pass (20 samples) with a recursion limit of 1.
>>
>> The scene was then rendered in multiple passes using animation and my 
>> Camera35mm
>> macros running in "stochastic rendering mode", which gives rise to the
>> anti-aliasing, focal blur and blurred reflections (on the stone).
>>
>> Each pass of the 1280x720 scene took approx 2 minutes, and I let it run 
>> over
>> night, and in the morning combined about 300 passes into the final image.
>>
>> Everything was rendered on my 2.26MHz MacBook Pro in the 64-bit bui;d of 
>> POV-Ray
>> 3.7 b36.
>>
>> I'll also post a comparison shot of very high quality radiosity on the 
>> same
>> scene, which gives almost identical lighting in it's 7 hour render, but 
>> without
>> anti-aliasing, focal blur or blurred reflections.
>>
>> The main area I'm unhappy with is the focal blur - it's not as smooth as 
>> I would
>> like. I know another few hundred passes would fix that, but I think I've 
>> thought
>> up a great way to use the user_defined camera functions to end up with 
>> better
>> quality in about 1/4 the time. It's a shame I don't have them in POR-Ray 
>> 3.7!
>>
>> Comments? Questions?
>>
>> Cheers,
>> Edouard.
>>
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.