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From: Jaime Vives Piqueres
Subject: Re: Cloth Textures v0.11 (on Table Cloth)
Date: 17 Sep 2002 08:57:04
Message: <3d8726a0@news.povray.org>
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ABX wrote:
> On Tue, 17 Sep 2002 16:55:49 +0530, Kedar Patil
> <ked### [at] patilkedarcom> wrote:
>> cloth1.jpg with +AM2 +A0.0 +R2 -J
>
> have you tried higher recursion ?
Or focal_blur with little aperture and high samples? :)
> btw: what is this strange artifact near center of image, on bend ?
Yes, I also noticed it. I think it's the uv mapping showing the low res
of the mesh. I'm currently (and casually :), doing this kind of stuff for a
cloth on my apples scene, and I had a similar problem.
Oh! ...and to Kedar: impressive! I will try this slope_map thing on my
current WIP. Thanks for the idea!
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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But it was ... somewhat an improvement. Maybe you'll have to use the jitter,
or maybe R3 or R4 will reduce the artifacts. Jaime's idea with focal_blur
was probably a joke.
Regards,
Hugo
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On Tue, 17 Sep 2002 15:20:38 +0200, "Hugo" <hua### [at] post3teledk> wrote:
>Jaime's idea with focal_blur was probably a joke.
Actually, no. Using focal_blur to eliminate moire is a good, though
sometimes slow, way of doing it. With the proper amount of focal blur
(read: a little), high samples and fine tuning the variance and
confidence, it can even be faster than the super-high AA settings
sometimes needed to eliminate moire.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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From: Jaime Vives Piqueres
Subject: Re: Cloth Textures v0.11 (on Table Cloth)
Date: 17 Sep 2002 15:38:33
Message: <3d8784b9@news.povray.org>
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Peter Popov wrote:
> Actually, no. Using focal_blur to eliminate moire is a good, though
> sometimes slow, way of doing it. With the proper amount of focal blur
> (read: a little), high samples and fine tuning the variance and
> confidence, it can even be faster than the super-high AA settings
> sometimes needed to eliminate moire.
Thanks: it's a good and concise explanation of what I think. In fact,
I've not used much AA recently... :)
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Looks nice... too bad jpeg doesn't like it :(
-tgq
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Hi,
I want to thank you all again for your comments and suggestions
and quick pointers.
Here is a final render (for the time being). I won't be posting
any more images until I improve my macros further. Unfortunately
I cannot put much time into this on weekdays.
Anyways, see the attached image. I feel that the cloth is more
smooth and that the "real" texture shows up now (as Hugo said it
would). There is still a bit of moire at the center of the image
on top of the (non-existant) table. But that is not very bad,
IMO.
I have used +R4, so render time shot to 1 hour and 58 minutes.
Maybe 4 was an overkill, 3 might do it as well.
Next time I will try other suggestions including the focal blur
instead of AA. And to Jaime: It was your work that got me
started in textures. I looked at your apples and instantly got
inspired (read jealous)! I am pleased that you liked my idea.
-Kedar
PS BTW, don't mind the "manufacturing" defects in cloth at the
table edges. Actually, I have started *liking* them. Something
away from the usual "rendered perfection" :)
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Attachments:
Download 'cloth3.jpg' (87 KB)
Preview of image 'cloth3.jpg'
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On Tue, 17 Sep 2002 17:39:06 -0400 "TinCanMan" wrote:
> Looks nice...
Thanks.
> too bad jpeg doesn't like it :(
If you are referring to the "roughness" of the cloth, then it is
due to poor AA. The jpeg and rendered tga look almost identical,
IMO. You may want to see the new render I just posted in this
thread.
-Kedar
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Looks a LOT better now, with HQ AA.. Was nice to get rid of the noise. :o)
-Hugo
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[snip]
> But no need to take your words back. I gave it a thought last
> night and I think some randomness should help when the textures
> are used at larger scale. As of now the slopes and normals are
> crude and uniform. Large scale textures (thick threads) would
> look bad; for example an easy-chair which Batronyx wanted to do.
>
Well, your textures look good enough to make me want to try
anyway. Since you make these as separate pigment and normal
components rather than whole textures, I can probably add some
small turbulence to get the extra randomness if I need to.
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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