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El 10/04/16 a las 17:02, clipka escribió:
>> So here's the deal: Get the thing, test the shit out of it and
>> enjoy! :)
>
> Hmm... no takers yet? Or is that just the spring weekend dragging
> people outside?
>
Just tried it for noise:
tonemapping {
parameters { red,green,blue }
function(r,g,b) { r*f_granite(g*image_width,b*image_height,0) }
function(r,g,b) { g*f_granite(r*image_width,b*image_height,0) }
function(r,g,b) { b*f_granite(r*image_width,g*image_height,0) }
}
I don't know if I've used it correctly there, but looks nice without
aa. With aa it loses most of the noise (and a later conversion to jpg
makes it almost unnoticeable). I guess that's one of the things that
will do better with the future post-aliasing "postprocesing" feature.
--
jaime
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El 10/04/16 a las 23:17, Jaime Vives Piqueres escribió:
> Just tried it for noise:
Ok, ditch that one, these work better:
// RGB noise
tonemapping {
#declare noise_amount=0.05;
parameters { red,green,blue,x,y }
function(r,g,b,x,y)
{r-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.4+x*image_width,y*image_width,0)*noise_amount}
function(r,g,b,x,y)
{g-f_granite(.2+x*image_width,y*image_width,0)*noise_amount+f_granite(.5+x*image_width,y*image_width,0)*noise_amount}
function(r,g,b,x,y)
{b-f_granite(.3+x*image_width,y*image_width,0)*noise_amount+f_granite(.6+x*image_width,y*image_width,0)*noise_amount}
}
// B&W noise
tonemapping {
#declare noise_amount=0.05;
parameters { red,green,blue,x,y }
function(r,g,b,x,y)
{r-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.2+x*image_width,y*image_width,0)*noise_amount}
function(r,g,b,x,y)
{g-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.2+x*image_width,y*image_width,0)*noise_amount}
function(r,g,b,x,y)
{b-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.2+x*image_width,y*image_width,0)*noise_amount}
}
Also, I found a solution for the pre-aa problem : don't use aa, but
focal blur. :)
--
jaime
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El 10/04/16 a las 17:02, clipka escribió:
>> So here's the deal: Get the thing, test the shit out of it and enjoy! :)
// vignetting
#declare vignetting_amount=0.3;
#declare f_vignette=
function{
pigment{
spherical
color_map{
[vignetting_amount rgb 0]
[1 rgb 1]
}
}
}
tonemapping {
#declare noise_amount=0.05;
parameters { red,green,blue,x,y }
function(r,g,b,x,y) {r*f_vignette(x-.5,y-.5,0).gray}
function(r,g,b,x,y) {g*f_vignette(x-.5,y-.5,0).gray}
function(r,g,b,x,y) {b*f_vignette(x-.5,y-.5,0).gray}
}
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El 11/04/16 a las 13:48, Jaime Vives Piqueres escribió:
> #declare noise_amount=0.05;
Oops... that's a leftover from previous test, you can delete it.
--
jaime
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El 09/04/16 a las 04:33, clipka escribió:
> So here's the deal: Get the thing, test the shit out of it and enjoy!
> :)
>
Ok, first suggestion: how about a way to accumulate several effects,
perhaps using multiple tonemapping{} statements?
--
jaime
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Am 11.04.2016 um 20:06 schrieb Jaime Vives Piqueres:
> Ok, first suggestion: how about a way to accumulate several effects,
> perhaps using multiple tonemapping{} statements?
Jotted down on the to-do list for future versions.
The present implementation is driven by the following goals:
(1) Achieve "gamma complete" status in 3.7.1 proper; to this end, it
seems necessary to provide _some_ mechanism by which users can effect
"artistic gamma" without having to misuse any of the existing technical
gamma handling mechanisms.
(2) At all costs avoid implementing a dedicated "artistic gamma" feature
that would become obsolete just one version later.
(3) Keep the first implementation simple to avoid excessively stalling
the release of 3.7.1 proper (*).
(* Sorry, no -- it's still too soon to hold your breath. Most notably
there's still plenty of work to do on the inbuilt help of the Windows
version.)
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A simple question from a simple mind: what #version statement needs to
be used? It's gagging on the "tonemapping" statement.
On 4/10/2016 9:02 AM, clipka wrote:
> Am 09.04.2016 um 04:33 schrieb clipka:
>> An experimental version supporting tonemapping can now be found at:
>>
>> https://github.com/POV-Ray/povray/releases/tag/v3.7.1-alpha.8558038%2Bav124
> ...
>> So here's the deal: Get the thing, test the shit out of it and enjoy! :)
>
> Hmm... no takers yet? Or is that just the spring weekend dragging people
> outside?
>
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Am 12.04.2016 um 06:44 schrieb Tim Riley:
> A simple question from a simple mind: what #version statement needs to
> be used? It's gagging on the "tonemapping" statement.
As far as the tonemapping statement is concerned, the experimental
version doesn't care what "#version" statement you use.
If you post the scene that gives you the error message, I should be able
to tell you whether it is a problem with the scene or a problem with the
version of POV-Ray you're using.
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Thanks for the offer, but I went back to your original email then looked
at my code a twentieth time and realized that I had placed the
tonemapping code /after/ the global_settings block instead of inside it.
I just got a 4K monitor and the font size is a little smaller than I'm
used to. I'm going to have to either increase the font size, or pay
closer attention.
On 4/12/2016 1:04 PM, clipka wrote:
> Am 12.04.2016 um 06:44 schrieb Tim Riley:
>> A simple question from a simple mind: what #version statement needs to
>> be used? It's gagging on the "tonemapping" statement.
>
> As far as the tonemapping statement is concerned, the experimental
> version doesn't care what "#version" statement you use.
>
> If you post the scene that gives you the error message, I should be able
> to tell you whether it is a problem with the scene or a problem with the
> version of POV-Ray you're using.
>
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Am 14.04.2016 um 01:16 schrieb Tim Riley:
> Thanks for the offer, but I went back to your original email then looked
> at my code a twentieth time and realized that I had placed the
> tonemapping code /after/ the global_settings block instead of inside it.
> I just got a 4K monitor and the font size is a little smaller than I'm
> used to. I'm going to have to either increase the font size, or pay
> closer attention.
That's why I have my 4K divided across two displays ;)
In software development there's no substitute for /physical/ screen real
estate.
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