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Finally completed !
It took about 36 hours on my Intel Core i5 750, 2.67GHz to render 360
1920x1080 frames with AA 0.3 of 14 sec. animation of Mike's Fish-14.
The fish is so good, that I could not resist to this temptation.
To decrease rendering time I simplified lighting a little:
area_light (16, 16) changed to (2, 2), sorry, Mike, or it could be
rendered forever :).
Result is here:
https://www.youtube.com/watch?v=JomLeE21Wic
--
YB
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Attachments:
Download 'fish_14_animation322.png' (1421 KB)
Preview of image 'fish_14_animation322.png'
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yesbird <sya### [at] gmailcom> wrote:
> Finally completed !
>
> It took about 36 hours on my Intel Core i5 750, 2.67GHz to render 360
> 1920x1080 frames with AA 0.3 of 14 sec. animation of Mike's Fish-14.
Damn, Sergey,
That is absolutely beautiful :O
Well worth the 36 hours, and congrats to you and Mike on doing so much with this
model.
-BW
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On 11/03/2023 03:16, Bald Eagle wrote:
> That is absolutely beautiful :O
Thanks Bill, but this is completely Mike's work, I'm only turned it
on 360 degree, very slowly :)
--
YB
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yesbird <sya### [at] gmailcom> wrote:
> On 11/03/2023 03:16, Bald Eagle wrote:
> > That is absolutely beautiful :O
> Thanks Bill, but this is completely Mike's work, I'm only turned it
> on 360 degree, very slowly :)
> --
> YB
Wow, nice. I like the animation. Lighting and rendering look very natural. Good
job.
FYI,
I posted a new beetle model ...permission to use and abuse granted. :)
While looking at Blender for CAD export options, I came across the old .x3d
format which handles most of POV's primitive types including blobs. (Mballs)
So...I programmed a few converters to write various POV types from .x3d. I
include the one that handles blobs and Sphere sweeps. I was happy to see that
blobs in the Blender viewport matched closely to the POV rendering result.
Fortunately, my sphere sweeps and meta balls didn't require rotation data which
is written in quaternions. I made a stab to convert to eular but the math hurts
my head.
Can POV convert quaternion to euler angles ?
Mike
meta ball from .x3d
<Transform DEF="Mball_035_TRANSFORM"
translation="60.537418 13.368469 -8.296644"
scale="12.194446 7.824638 4.814421"
rotation="-1.000000 0.000000 0.000000 1.570796"
>
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Attachments:
Download 'beetle_comp.jpg' (340 KB)
Preview of image 'beetle_comp.jpg'
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On 13/03/2023 07:19, Mike Miller wrote:
> Wow, nice. I like the animation. Lighting and rendering look very natural. Good
> job.
> ...
> I posted a new beetle model ...permission to use and abuse granted. :)
Very well, I am treat it as guide to action :)
> So...I programmed a few converters to write various POV types from .x3d. I
> include the one that handles blobs and Sphere sweeps. I was happy to see that
> blobs in the Blender viewport matched closely to the POV rendering result.
Excellent, I see, that we are going on parallel courses - lack of a
goodmodelling environment forces us to make proprietary tools. I'm in one
step of completing first release of Cinema4D to POV converter.
Now it supports:
1. Primitives: sphere, cube, cone, cylinder, plane, spline, mesh2.
2. Boolean operations: union, difference, intersection.
3. Constructive operations: extrude(prism).
I'm working on sphere sweep and lathe now.
In attachment are results of C4D's 'Cloner' work.
> Can POV convert quaternion to euler angles ?
May be this set of macros will help ?:
http://news.povray.org/povray.binaries.scene-files/message/%3CXns940C86DC9B1D4None%40204.213.191.226%3E/
--
YB
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Attachments:
Download 'c4d_test.png' (553 KB)
Download 'eagles.png' (1029 KB)
Preview of image 'c4d_test.png'
Preview of image 'eagles.png'
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yesbird <sya### [at] gmailcom> wrote:
> On 13/03/2023 07:19, Mike Miller wrote:
> > Wow, nice. I like the animation. Lighting and rendering look very natural. Good
> > job.
> > ...
> > I posted a new beetle model ...permission to use and abuse granted. :)
> Very well, I am treat it as guide to action :)
>
> > So...I programmed a few converters to write various POV types from .x3d. I
> > include the one that handles blobs and Sphere sweeps. I was happy to see that
> > blobs in the Blender viewport matched closely to the POV rendering result.
>
> Excellent, I see, that we are going on parallel courses - lack of a
> goodmodelling environment forces us to make proprietary tools. I'm in one
> step of completing first release of Cinema4D to POV converter.
>
> Now it supports:
> 1. Primitives: sphere, cube, cone, cylinder, plane, spline, mesh2.
> 2. Boolean operations: union, difference, intersection.
> 3. Constructive operations: extrude(prism).
>
> I'm working on sphere sweep and lathe now.
> In attachment are results of C4D's 'Cloner' work.
>
> > Can POV convert quaternion to euler angles ?
> May be this set of macros will help ?:
>
http://news.povray.org/povray.binaries.scene-files/message/%3CXns940C86DC9B1D4None%40204.213.191.226%3E/
> --
> YB
Thanks, yes. We're on the same paths. :) Very cool - I love what you've done so
far and exited to see the boolean stuff. I'm using naming conventions to handle
some of POV's objects like lathes, sweeps, and blobs. I'll need to download C4D.
I'm impressed with Blender, it's tools and the speed of Eevee rendering. Add
free. :)
Mike.
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Attachments:
Download 'blender_sweep.jpg' (106 KB)
Preview of image 'blender_sweep.jpg'
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On 13/03/2023 08:57, Mike Miller wrote:
> Thanks, yes. We're on the same paths. :) Very cool - I love what you've done so
> far and exited to see the boolean stuff. I'm using naming conventions to handle
> some of POV's objects like lathes, sweeps, and blobs. I'll need to download C4D.
> I'm impressed with Blender, it's tools and the speed of Eevee rendering. Add
> free. :)
Blender is a great tool, last weak I played with it and like it's power
,'freedom' and plugin for POV. Don't sure if you need C4D having a
Blender already, it's too expensive, while abilities are comparable to
Blender's. You have Blender + Sculptris - this pair covers all needs,
I suppose.
I'm working with C4D for may year, know it very well, but if I
started from scratch now, I would choose a Blender.
My future plans are following:
1. Prepare useful tools for creating geometry to speed-up modelling:
- Complete C4D-POV converter.
- Write converter from ZBrush->POV to obtain high-density colored
meshes. Present standard implementation of ZBrush->OBJ is poor and
not supports vertex coloring.
2. Explore POV materials more deeply, examples from your scenes will
help me a lot at this point.
3. Put attention on lighting - creating adequate lighting environment is
not easy task, as I know from working with VRay.
4. And finally construct object, combine scenes, publish :).
In parallel, filling library with object you send, probably animate
them.
PS: The idea about naming conventions is very good, it's much more
easy to tweak the scene, when knows object's types.
--
YB
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On 13/03/2023 07:19, Mike Miller wrote:
> Wow, nice. I like the animation. Lighting and rendering look very natural. Good
> job.
Btw, if you want, you can download complete set of individual frames
from here (400.5 Mb):
https://drive.google.com/file/d/1SllR3mUMVoudLgfq-fWRCL-Cdl4Bm_Dc/view?usp=share_link
--
YB
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