POV-Ray : Newsgroups : povray.binaries.images : Daily life in Gancaloon: At the Jackal (wip 5) : Re: Daily life in Gancaloon: At the Jackal (wip 5) Server Time
30 Jul 2024 10:14:35 EDT (-0400)
  Re: Daily life in Gancaloon: At the Jackal (wip 5)  
From: Thomas de Groot
Date: 12 Dec 2011 03:00:42
Message: <4ee5b4aa@news.povray.org>
On 11-12-2011 23:04, Ive wrote:
> Beautiful scenes and delicious choice of colors. I really love it and
> especially your attempt to create a whole little world and not just one
> shot.

Thanks Ive.

>
> Thats it for the compliments and now the usual nitpicking:

OK, I was expecting that, and glad to get a few punches ;-)
[jumps into karate mode]

>
> Others have already mentioned it and I too find the moire pattern that
> is produced by the floor tiles within the 'Jackal' most distracting.
> Slightly blurring the image map or in case this are Jaime's tiles
> modifying the color map to have a small transition between different
> colors might help. In my experience even insane AA or FB setting do
> sometimes not produce the desired smoothness so if anything else fails
> rendering the image with higher resolution and moderate AA/FB and
> finally down-sampling it should always do it without much of a speed
> penalty.

Yes, this has been a concern to me too, to the point where I am thinking 
about a different decoration. I have first to investigate your 
suggestions though.

> Also polished stones or ceramic tiles are actually quite reflective when
> viewed at shallow angles and therefor need fresnel falloff for the
> reflection with a quite high IOR (1.5 and above). It is hard to predict
> in this case but as the moire gets also stronger with shallow angels it
> might also help with this unwanted patterns.

These tiles already have fresnel and ior 1.5, so...

>
> The next thing that bothers me is the texture of the stone arch in the
> background. And I'm *not* talking about the 3rd picture where we are
> standing below that arch and this issue is even more dominant.
> The texture seems to be an image map that already has highlights and
> shadows. And these do not match the real lighting condition. Actually
> very close but it does not *really* fit.
> To me this cries out loud CGI and I always find it distracting when
> someone starts yelling at me.
> Editing the used image with some clever filtering usually does the trick.

Yeah... I know, I know. Has been mostly laziness up till now, but that 
image map sucks because of those shadows. I have not been really happy 
with that from the start but kept it for later worries. A lame excuse, I 
know, but there you have it. I definitely need to overhaul the whole 
concept there. Thanks for the kick in the arse ;-)

Thomas


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