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From: Tom Galvin
Subject: Re: more metallic paint (mpeg1 796k)
Date: 22 May 2003 22:19:48
Message: <Xns9383E313F8E97tomatimporg@204.213.191.226>
"Tek" <tek### [at] evilsuperbraincom> wrote in news:3ecd71fa@news.povray.org:

> 
> I think this is probably the most photo-real animation I've created so
> far, so I'd really like suggestions on how I can improve it.
> 
> Cheers
> --
> Tek


This is gorgeous. How long did it take to render?


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From: JWV
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 03:22:24
Message: <3ecdcc30@news.povray.org>
It's realy cool, the lights, the paint, the highlights, etc.
> I think this is probably the most photo-real animation I've created so
far, so
> I'd really like suggestions on how I can improve it.

These are the only things which can be improved according to me:

1: I think you should use less focal blur, it seems to be to much for me.

2: Try to find a real TVR model.

3: use radiosity (if possible) this might make it look more realistic.

3: Change the color (black perhaps :-P)

JWV

BTW: how did you make the "table" which it stands on? is it just a simple
image map? I like it.




"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3ecd71fa@news.povray.org...
> Right this is combining all the tricks I've come up with so far:
> 1/ a metallic highlight, to make it look like metallic paint
> 2/ a nice gloss finish (these first two effects were in the animation I
posted
> earlier)
> 3/ noise in the metallic paint, to lose the flat appearance it had before
> (unfortunately this really doesn't animate well)
> 4/ glitter, not obvious in this animation but it is adding to the surface
> lighting.
> 5/ angle of incedence-based iridescent paint, so it looks purple at
shallow
> angles and green at 90 degrees.
> 6/ HDR sky sphere
> 7/ a light dome, sampled from the sky sphere with more lights positioned
in the
> lighter bits (I need this for the glitter and metallic efects to work)
> phew!
>
> If you look at the car's reflection in the mirrored ball you can see that
stage
> 5 doesn't actually work properly: it's cheating by using a slopw map in
the
> direction of the camera, so in the reflection the bits facing us appear
purple
> instead of green. But anyway I don't have much use for this iridescent
effect, I
> just thought I'd turn it on with everything else :)
>
> I think this is probably the most photo-real animation I've created so
far, so
> I'd really like suggestions on how I can improve it.
>
> Cheers
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>


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From: Tek
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 04:03:37
Message: <3ecdd5d9$1@news.povray.org>
"Tom Galvin" <tom### [at] imporg> wrote in message
news:Xns### [at] 204213191226...
> This is gorgeous. How long did it take to render?

Thank you :)

Render time was pretty long, because of the blur. Without blur it takes
around 1h 30m, with blur it took just over 6 hours.

--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 04:03:38
Message: <3ecdd5da@news.povray.org>
"JWV" <jwv|at|planet.nl> wrote in message news:3ecdcc30@news.povray.org...
> These are the only things which can be improved according to me:
>
> 1: I think you should use less focal blur, it seems to be to much for me.

It depends whether you think it's a full size car or a small model. The blur
makes it look small, so I think I agree with you and I'll reduce it.

> 2: Try to find a real TVR model.

Couldn't find any nice ones so I decided to build a vaguely TVR shaped car
in Wings3D. It's not ready yet.

> 3: use radiosity (if possible) this might make it look more realistic.

Yes, I've been thinking about this. The trouble is the effect relies heavily
on specular highlights, which aren't compatible with radiosity. But if I use
a really high specular and really dim light sources I can get the highlights
working without interfering with radiosity's diffuse illumination. So I'll
give it a try :)

> 3: Change the color (black perhaps :-P)

:-P
I chose the colour 'cause it's popular on TVRs, not because it actually
looks nice :) I think I might do some more pearlescent shades.

> JWV
>
> BTW: how did you make the "table" which it stands on? is it just a simple
> image map? I like it.

I don't have the source to hand, but it's basically a granite pigment for
the veins in the marble, applied to a standard checker pattern. The
reflection settings are similar to the paint but a bit more reflective. I
can post the source if you want it.

--
Tek
http://www.evilsuperbrain.com


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From: JWV
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 08:38:53
Message: <3ece165d@news.povray.org>
> > BTW: how did you make the "table" which it stands on? is it just a
simple
> > image map? I like it.
>
> I don't have the source to hand, but it's basically a granite pigment for
> the veins in the marble, applied to a standard checker pattern. The
> reflection settings are similar to the paint but a bit more reflective. I
> can post the source if you want it.

please post the source of the table, i think i can make it by myself, but
i'm sort of lazy today...


"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3ecdd5da@news.povray.org...
> "JWV" <jwv|at|planet.nl> wrote in message news:3ecdcc30@news.povray.org...
> > These are the only things which can be improved according to me:
> >
> > 1: I think you should use less focal blur, it seems to be to much for
me.
>
> It depends whether you think it's a full size car or a small model. The
blur
> makes it look small, so I think I agree with you and I'll reduce it.
>
> > 2: Try to find a real TVR model.
>
> Couldn't find any nice ones so I decided to build a vaguely TVR shaped car
> in Wings3D. It's not ready yet.
>
> > 3: use radiosity (if possible) this might make it look more realistic.
>
> Yes, I've been thinking about this. The trouble is the effect relies
heavily
> on specular highlights, which aren't compatible with radiosity. But if I
use
> a really high specular and really dim light sources I can get the
highlights
> working without interfering with radiosity's diffuse illumination. So I'll
> give it a try :)
>
> > 3: Change the color (black perhaps :-P)
>
> :-P
> I chose the colour 'cause it's popular on TVRs, not because it actually
> looks nice :) I think I might do some more pearlescent shades.
>
> > JWV
> >
> > BTW: how did you make the "table" which it stands on? is it just a
simple
> > image map? I like it.
>
> I don't have the source to hand, but it's basically a granite pigment for
> the veins in the marble, applied to a standard checker pattern. The
> reflection settings are similar to the paint but a bit more reflective. I
> can post the source if you want it.
>
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>


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From: Tek
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 15:14:12
Message: <3ece7304$1@news.povray.org>
Here ya go. It's pretty simple. I used a pigment pattern so the scaling and
turbulence on the granite wouldn't affect the checkers.

union {
 cylinder { -y/2, -y*2/3, 4 }
 torus { 4, 1/2 translate -y }
 no_shadow

 pigment {
  pigment_pattern {
   granite poly_wave .3 scale <1,1,.3>*3 rotate <45,45,0> scale 1/10 warp {
turbulence .1 octaves 6 } scale 10
  }
  warp { repeat x offset y } warp { repeat z offset x } //break up the pattern
at the edge of the tiles
  pigment_map {
   [0 rgb .2]
   [.9 checker rgb 1, rgb 0]
  }
 }
 finish {
  diffuse 0.5 ambient 0
  reflection { 0.1, 0.5 falloff 5 }
 }
}

--
Tek
http://www.evilsuperbrain.com


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From: Hugo Asm
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 17:05:09
Message: <3ece8d05@news.povray.org>
Looks great, but you are lucky that the sky_sphere image is blurred,
otherwise you would need to add blurry reflections on the metal.

Since you need the light_sources I wouldn't recommend that you rely too much
on radiosity (arnold renders / almost pure rad). It needs a high quality to
animate well, so I would use it subtle. Besides it probably won't benefit
this particular scene, because you are using highly reflective materials.

But it looks impressive.
Good luck in your further work!

Hugo


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From: Tek
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 17:39:55
Message: <3ece952b$1@news.povray.org>
"Hugo Asm" <hua### [at] post3teledk> wrote in message
news:3ece8d05@news.povray.org...
> Looks great, but you are lucky that the sky_sphere image is blurred,
> otherwise you would need to add blurry reflections on the metal.

Well actually the reflection is from a smooth gloss layer over the metallic
effect. Just like real cars the reflection would be perfectly sharp.

> Since you need the light_sources I wouldn't recommend that you rely too much
> on radiosity (arnold renders / almost pure rad). It needs a high quality to
> animate well, so I would use it subtle. Besides it probably won't benefit
> this particular scene, because you are using highly reflective materials.

Yeah, I think you're right. I'm trying a radiosity version at the moment, and it
really doesn't gain much for a simple scene like this (well, apart from a huge
increase in the render time!). If I want to use the paint in more complex
environments I might use radiosity.

> But it looks impressive.
> Good luck in your further work!

Thank you :)

--
Tek
http://www.evilsuperbrain.com


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From: Hugo Asm
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 20:06:09
Message: <3eceb771$1@news.povray.org>
> Just like real cars the reflection would be perfectly sharp.

Huh, it's sharp?  :o)  Well.. perhaps.. I haven't thought about it, except
that sharp reflections in computer renderings tend to look unnatural.. But
thinking about it, this may also be due to a compressed range of contrast.
That's why we have the reflection_exponent keyword in newer versions of
POV-Ray (although it's still not the real solution).

Regards,
Hugo


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From: Tek
Subject: Re: more metallic paint (mpeg1 796k)
Date: 23 May 2003 20:45:16
Message: <3ecec09c$1@news.povray.org>
Well you're right that perfectly smooth surfaces look more artificial, but it's
also a desirable quality in automobiles :)

The compressed contrast range should be handled pretty realistically by the HDR,
though at some point I'll try megapov's film response curve simulation which
should make it possible to simulate accurately.

--
Tek
http://www.evilsuperbrain.com


"Hugo Asm" <hua### [at] post3teledk> wrote in message
news:3eceb771$1@news.povray.org...
> > Just like real cars the reflection would be perfectly sharp.
>
> Huh, it's sharp?  :o)  Well.. perhaps.. I haven't thought about it, except
> that sharp reflections in computer renderings tend to look unnatural.. But
> thinking about it, this may also be due to a compressed range of contrast.
> That's why we have the reflection_exponent keyword in newer versions of
> POV-Ray (although it's still not the real solution).
>
> Regards,
> Hugo
>
>


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