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4 Oct 2024 13:12:22 EDT (-0400)
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From: Ken
Subject: Re: Realism Test
Date: 10 Apr 1999 13:28:44
Message: <370F7AD3.41DDD239@pacbell.net>
Charles Krause wrote:
> 
> >For real realism, I suggest cylinders with bevelled/rounded edges. Some
> >scratches (ever so faint) would help too (that goes for all surfaces,
> >actually - especially the wood could use some roughening).
> 
> Good idea. How do you model this however? Rounding/bevelling I can see, but
> the scratches? Altering the texture somehow? I can see making the surface
> normal vary according to some pattern ( large scale agate? ), but that's not
> scatches.

A single scratch can be applied by using an image that is all white with
one or more black lines on it. Use this as a bump map in a normal statement.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Margus Ramst
Subject: Re: Realism Test
Date: 10 Apr 1999 13:37:40
Message: <370f7e54.0@news.povray.org>
Charles Krause wrote in message <370f7806.0@news.povray.org>...
>
>Good idea. How do you model this however? Rounding/bevelling I can see, but
>the scratches? Altering the texture somehow? I can see making the surface
>normal vary according to some pattern ( large scale agate? ), but that's
not
>scatches.
>


In most cases, you have to use a slope_map to make both fine scratches and
grooves in a wood texture. For stone textures, I usually apply a slightly
turbulent crackle normal with very fine grooves.

Margus


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From: Chris Maryan
Subject: Re: Realism Test
Date: 10 Apr 1999 14:14:23
Message: <370F87D6.FE72B4E8@geocities.com>
Camera settings are not where realism fails in most images, neither is
radiosity or lighting. I have followed almost every image posted here
and in the IRTC and the one thing that always bothers me is textures. If
you want to improve realism, consider spending time on getting the
phong/specular highlights, the diffuse and ambient settings right. For
example, in your image, you might consider playing around with the
settings to improve the depth shown by the shading, your spheres look
rather flat. This would probably be best remedied by decreasing the
ambient. Also consider increasing the brightness of the highlights in
your textures. Everything else falls into place naturally once you have
the textures looking right. What you have is an excellent start, keep up
the good work.

Charles Krause wrote:
> 
> Just tinkering with photo-realism, wanted to see what people thought as to
> what could be improved.
> 
> This image is NOT that exciting for content though :) I'm looking at the
> light/camera settings for maximum realism.
> 
> This image uses focal blur of 0.3, an area light, and standard level 5
> radiosity settings.
> 
> And this image took 6.5 hours for my P133 :(
> 
>  [Image]

-- 
Chris Maryan
mailto:cma### [at] geocitiescom
***
Will work for cash.
***
Email me if you are interested in donating
to the Chris Maryan needs money fund.
We will also accept donations to the Chris
needs a Pentium III or SGI workstation 
fund and the Chris needs a car fund.


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From: Charles Krause
Subject: Re: Realism Test
Date: 10 Apr 1999 17:48:14
Message: <370fb90e.0@news.povray.org>
Hmmm - any better?


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Attachments:
Download 'camtestb.jpg' (11 KB)

Preview of image 'camtestb.jpg'
camtestb.jpg


 

From: Chris Maryan
Subject: Re: Realism Test
Date: 10 Apr 1999 20:54:07
Message: <370FE56F.B83EA129@geocities.com>
Slight improvement with the brightness. I think your diffuse and
brilliance might be too high, try the default settings of 0.6 and 1.0
respectively, as for ambient, I find the default of 0.1 to be
unrealistically low for typical situations, try 0.2-0.3. One of the
problems seems to be the contrast between the bright and dark parts of
the image, raising the ambient should fix this. In the example below, a
subtle highlight really helps the texture (after all, most wood surfaces
have some degree of polish), look at the specular and roughness
settings.

I fiddled around with something similar and came up with the attached
code. Sorry, jpg, just png, I all my conversion programs seem to be
crashing lately. Mine might be a little too dark. This is the code for
the wood (based on one of the textures in the Moray library, I added the
finish settings):

BTW: Anyone know why the background is patchy in the attached .png? It
seems to happen very often in my images.

#declare _auto_name_no_1_ = 
   texture  // txt_84
   {   
      pigment
      {
         wood
         color_map
         {
            [ 0.0     rgbft <1.0, 0.85, 0.5, 0.0, 0.0> ]
            [ 0.5     rgbft <0.9, 0.7, 0.46, 0.0, 0.0> ]
            [ 0.7     rgbft <0.9, 0.7, 0.46, 0.0, 0.0> ]
            [ 1.0     rgbft <1.0, 0.85, 0.5, 0.0, 0.0> ]
         }
         turbulence 0.02
         octaves 4
         lambda 3.0
         ramp_wave
         scale  0.175
         rotate    <2.0, 2.0, 0.0>
      }   
      finish
      {
         ambient 0.3066
         phong_size 0.0
         specular 0.155633
         roughness 0.014533
      }
   }
   texture  // txt_85
   {   
      pigment
      {
         wood
         color_map
         {
            [ 0.0     rgbft <1.0, 0.45, 0.1, 0.8, 0.0> ]
            [ 0.5     rgbft <0.85, 0.65, 0.4, 0.4, 0.0> ]
            [ 0.7     rgbft <0.85, 0.65, 0.4, 0.4, 0.0> ]
            [ 1.0     rgbft <1.0, 0.45, 0.1, 0.8, 0.0> ]
         }
         turbulence 0.02
         octaves 4
         lambda 2.8
         ramp_wave
         scale  <0.2, 0.2, 0.2>
         rotate    <2.0, 2.0, 0.0>
         translate    <0.0175, 0.0175, 0.0175>
      }
   }

-- 
Chris Maryan
mailto:cma### [at] geocitiescom
***
Will work for cash.
***
Email me if you are interested in donating
to the Chris Maryan needs money fund.
We will also accept donations to the Chris
needs a Pentium III or SGI workstation 
fund and the Chris needs a car fund.


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Attachments:
Download 'trial_1.png' (37 KB)

Preview of image 'trial_1.png'
trial_1.png


 

From: Ken
Subject: Re: Realism Test
Date: 10 Apr 1999 21:06:49
Message: <370FE61E.8C470044@pacbell.net>
Chris Maryan wrote:

> BTW: Anyone know why the background is patchy in the attached .png? It
> seems to happen very often in my images.

I have never seen that behaviour before in 4 years of using the program.
I also have not used the .png file output option and it might be related
to that. Another possibility is with all of the default setting that moray
has a tendancy to set for you. I use the standard pov defaults except
in very rare cases as they keep consistancy from scene to scene.

  I would like to try rendering your code and see if it manifests itself
on my system with tga output. If you provide the rest of the scene file
you used such as camera and lighting I will check to see if I can reproduce
it and will get back to you with the results. Also If you have moray created
ini file I would like to see what's in that as well.



-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Ed Kaiser
Subject: Re: Realism Test
Date: 10 Apr 1999 22:42:59
Message: <370ffe23.0@news.povray.org>
that's much better

Charles Krause wrote in message <370fb90e.0@news.povray.org>...
>Hmmm - any better?
>
>
>
>
>


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From: Chris Maryan
Subject: Re: Realism Test
Date: 11 Apr 1999 01:13:47
Message: <3710224D.3041B88C@geocities.com>
The problem has shown up in the past and it does not seem to be
resticted to .png output. I've attached all of the associated files.

Ken wrote:
> 
> Chris Maryan wrote:
> 
> > BTW: Anyone know why the background is patchy in the attached .png? It
> > seems to happen very often in my images.
> 
> I have never seen that behaviour before in 4 years of using the program.
> I also have not used the .png file output option and it might be related
> to that. Another possibility is with all of the default setting that moray
> has a tendancy to set for you. I use the standard pov defaults except
> in very rare cases as they keep consistancy from scene to scene.
> 
>   I would like to try rendering your code and see if it manifests itself
> on my system with tga output. If you provide the rest of the scene file
> you used such as camera and lighting I will check to see if I can reproduce
> it and will get back to you with the results. Also If you have moray created
> ini file I would like to see what's in that as well.
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net

-- 
Chris Maryan
mailto:cma### [at] geocitiescom
***
Will work for cash.
***
Email me if you are interested in donating
to the Chris Maryan needs money fund.
We will also accept donations to the Chris
needs a Pentium III or SGI workstation 
fund and the Chris needs a car fund.


Post a reply to this message


Attachments:
Download 'trial_1.ini.txt' (2 KB) Download 'trial_1.pov.txt' (3 KB) Download 'us-ascii' (2 KB) Download 'trial_1.mdl.dat' (3 KB)

From: Alberto Mendoza
Subject: Re: Realism Test
Date: 11 Apr 1999 02:30:32
Message: <37103353.C9B62FEF@usb.ve>
Chris Maryan wrote:
> 
> Camera settings are not where realism fails in most images, neither is
> radiosity or lighting. I have followed almost every image posted here
> and in the IRTC and the one thing that always bothers me is textures. If

I agree with you

> you want to improve realism, consider spending time on getting the
> phong/specular highlights, the diffuse and ambient settings right. For
> example, in your image, you might consider playing around with the
> settings to improve the depth shown by the shading, your spheres look
> rather flat. This would probably be best remedied by decreasing the
> ambient. Also consider increasing the brightness of the highlights in
> your textures. Everything else falls into place naturally once you have
> the textures looking right. What you have is an excellent start, keep up
> the good work.

Don't forget brilliance for a very final touch.


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From: Ken
Subject: Re: Realism Test
Date: 11 Apr 1999 04:00:06
Message: <371046EE.84D6D0CC@pacbell.net>
Chris Maryan wrote:
> 
> The problem has shown up in the past and it does not seem to be
> resticted to .png output. I've attached all of the associated files.

 Chris,

 I am happy (sad ?) to report that regardless of what I tried I could
not repeat the blotchy pattern that you are seeing when rendering the
same scene. I tried it with the included .ini file, with different
output image file formats, turned radiosity on and off, tried it
with the .ini file and the global settings commented out, several
combinations with and without AA, with the global settings used but
no ini file, and with both the global settings and the .ini file not
used. I basically ran out of possible combinations to try to reproduce
the blotchy appearance but failed at every attempt.
  The only thing I can think of that I did try, but failed because
I have an older version, is to render the file while inside Moray
itself. There might be a bug in the way that Moray is working with
Pov as an external rendering process. You did not mention if this
behaviour manifests itself when you render directly within Pov and
have Moray shut down but I suspect you like most Moray users seldom
use Pov as a stand alone program.
 I would suggest we get another Moray user to try the .mdl file and
see if they can reproduce the same problem you are seeing. If they
can duplicate the problem it's time to talk to Lutz about how to
correct this abhorrent behaviour you are observing.
  You might try to render it directly in Pov to see if the output
is the same. If you can't reproduce it directly in Pov but it comes
back in Moray it is something to get worried about.


-- 
Ken Tyler

mailto://tylereng@pacbell.net


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