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From: Ken
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 11:07:57
Message: <38BE906E.428901A2@pacbell.net>
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Tom Melly wrote:
>
> Ken <tyl### [at] pacbellnet> wrote in message
> news:38BE7705.E9CF2B8C@pacbell.net...
> >
> >
> > Nieminen Juha wrote:
> > >
> > > #version unofficial MegaPov 0.4;
> >
> > I believe it would be better had you posted this in the text.scene-files
> > group with a short message here announcing it's location
>
> Just out of curiousity (JOOC?), why is this rule in place?
To help keep the groups organized. I am sure that you have noticed
that there is an enormous amount of traffic in this group. You may
remember an image from two months ago but trying to find it again
is never an easy task. If someone looks for the source for your image
it is much easier to look for it in one of the scene-files groups,
where the message volume is much lower, than it is here buried at
the bottom of a 20 message thead in this group.
Not only does it keep the groups better organized but it also helps
in finding resources by placing them in the right group to begin
with.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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From: Ken
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 11:14:10
Message: <38BE91E5.754FE84E@pacbell.net>
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> Not only does it keep the groups better organized but it also helps
> in finding resources by placing them in the right group to begin
> with.
P.S. There is no problem is someone wants to know for example what
texture you used on your sphere or something like that to post
a snippet of your code here as an example. However if you are
posting your entire scene file with lights and camera and
everything then it should be placed in one of the scene file
groups.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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From: Jerome
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 12:32:30
Message: <38BEA5AD.47084617@iname.com>
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I think the problem is simply that you used a normal
instead of doing it with real relief. Normals are fine in
the distance (mostly) but they don't work well up close...
Jerome
--
* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde... * http://www.enst.fr/~jberger
*******************************
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try adding some small surface imperfections to the surface like the polish on
a car little scratches but smaller than a carand dont have it sitting in the
mittle of a frid move the tile over a little bit and mabey put a few more off
in the shadows with focal blur
Nieminen Juha wrote:
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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That shadow looks quite prominent, particularly to the left of the
image, I can see it on both the brown and cream tiles (bottom left).
Impressive results with the blurred reflection on the sphere, and
the radiosity makes a big difference.
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
12:39pm up 8:56, 2 users, load average: 1.13, 1.13, 1.05
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From: David Fontaine
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 17:07:13
Message: <38BEE55F.6F572E3D@faricy.net>
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Purdy.
I think I see the photons; yellowish area on black tile at right?
--
___ ______________________________________________________
| \ |_ <dav### [at] faricynet> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"Sitting on a cornflake, waiting for the van to come" -Beatles
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From: Cheval
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 17:31:08
Message: <38beebac@news.povray.org>
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What is the machine spec for this compile time?
"Nieminen Juha" <war### [at] sarakerttunencstutfi> wrote in message
news:38be3132@news.povray.org...
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
>
----------------------------------------------------------------------------
----
>
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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From: Nathan Kopp
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 20:01:02
Message: <38bf0ece@news.povray.org>
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ingo <ing### [at] homenl> wrote...
> Nathan: Is it possible to make the photon intensity variable so they are
> not only visible in shaded areas but also in bright surroundings?
The brightness of the caustics is calculated using the surface properties.
You can adjust it by adjusting the surface properties and the brightness of
the light source.
It would be technically possible to add an intensity parameter, but I
probably won't add it. It would make objects take more memory, add more
confusion to the already-complex photon settings, and create inconsistency
in the lighting model.
If you want more reflected light increasing the 'reflection' parameter of
the 'finish' should do the trick. Also, play around with the surface
normals to make sure that the caustics are what you'd expect - specifically,
make sure your normal doesn't disturb the water surface too much, or those
photons will get spread out over too large of a space and the energy will
get dispersed so much that you can't see it.
-Nathan
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From: Fabian BRAU
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 3 Mar 2000 04:58:01
Message: <38BF8CA6.4791F51B@umh.ac.be>
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Very nice an realistic!!
I really like it!
Fabian.
>
> The classic got new clothes.
> I thought that since we have got lots of new cool features, why not try
> them on the classic image? The image uses the following features:
>
> - Blinn highlights
> - Variable reflection
> - Blurred reflection
> - Photon mapping (unfortunately almost invisible)
> - Radiosity (gives the overall orange tint to the image)
> - Soft-glow
>
> Total Time: 2 hours 43 minutes 12.0 seconds (9792 seconds)
>
> Perhaps it could be used as example scene in pov 3.5?
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Noah A <vip### [at] powersurfrcom> wrote:
: try adding some small surface imperfections to the surface like the polish on
: a car little scratches but smaller than a car
Which surface? I did this with the floor. The sphere is a polished metallic
sphere so it's supposed to be smooth.
: and dont have it sitting in the
: mittle of a frid move the tile over a little bit
Actually that's the most natural place to put it. If you put a sphere in
a floor like that and the sphere rotates even a bit, it will most probably
end on one of the intersections :)
: and mabey put a few more off in the shadows with focal blur
Sorry, I'm not completely sure if I understood this completely.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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