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From: Tony[B]
Subject: Re: Arnold's like part 2
Date: 4 Sep 2000 20:03:36
Message: <39b43858@news.povray.org>
How about 3? :)

http://www.pepeland.com/
http://www.3dluvr.com/marcosss/
http://www.3dluvr.com/marcosss/morearni/


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From: Gilles Tran
Subject: Re: Arnold's like part 2
Date: 5 Sep 2000 03:45:42
Message: <39B4A40A.1D02BD98@inapg.inra.fr>
Chris Huff wrote:

> How does this syntax look?
> light_source {POSITION, COLOR, etc...
>     specular |on|off|
>     phong |on|off|
>     diffuse |on|off|
>     shadowless |on|off|
>     etc...
> }

The problem is that shadowless lights don't give highlights...
G.


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From: Gilles Tran
Subject: Re: Arnold's like part 2
Date: 5 Sep 2000 03:59:06
Message: <39B4A736.E81FB9C5@inapg.inra.fr>
"Tony[B]" wrote:

> > About light_groups, I'm not familiar with them but it's certainly an
> > interesting solution. My idea, though, was to keep the light from lighting
>
> I don't get it. What is it that you want and don't want the light to do?

As far as my tests go (which doesn't mean much), these "good" radiosity settings
work very well when all objects are given something like ambient 0 diffuse 1.
The problem is that the absence of highlights give all the objects the same dull
plastic look. To get those, real lights are necessary, but then I have to
balance the finishes differently to compensate for the additional lights. All
I'd need would be a light source able to create highlights without contributing
to the scene luminosity and render time. Anyway, it's just an idea, and there's
still a lot to investigate with the current settings.

G.


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From: GrimDude
Subject: Re: Arnold's like part 2
Date: 5 Sep 2000 04:37:42
Message: <39b4b0d6@news.povray.org>
Look under "Radiosity" in the MegaPov Help file.

Grim


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From: Steve
Subject: Re: Arnold's like part 2
Date: 5 Sep 2000 08:55:25
Message: <slrn8r9qoe.e44.steve@zero-pps.localdomain>
On Mon, 4 Sep 2000 18:59:06 -0500, Tony[B] wrote:
>How about 3? :)
>
>http://www.pepeland.com/
>http://www.3dluvr.com/marcosss/
>http://www.3dluvr.com/marcosss/morearni/

Thanks Tony I'll have a look at these.

-- 
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

 12:34pm  up 14 days, 16:52,  2 users,  load average: 1.29, 1.19, 1.08


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From: Chris Huff
Subject: Re: Arnold's like part 2
Date: 5 Sep 2000 13:47:27
Message: <chrishuff-08637B.12490905092000@news.povray.org>
In article <39B4A40A.1D02BD98@inapg.inra.fr>, Gilles Tran 
<tra### [at] inapginrafr> wrote:

> The problem is that shadowless lights don't give highlights...

They do now, but this syntax doesn't exist now(though some bits of it 
do). There is no reason shadowless lights *can't* give highlights, that 
was just a design choice which can be changed if/when this syntax is 
added.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Xplo Eristotle
Subject: Re: Arnold's like part 2
Date: 5 Sep 2000 18:26:24
Message: <39B573BF.71798900@unforgettable.com>
Gilles Tran wrote:
> 
> "Tony[B]" wrote:
> 
> > > About light_groups, I'm not familiar with them but it's certainly an
> > > interesting solution. My idea, though, was to keep the light from lighting
> >
> > I don't get it. What is it that you want and don't want the light to do?
> 
> As far as my tests go (which doesn't mean much), these "good" radiosity settings
> work very well when all objects are given something like ambient 0 diffuse 1.
> The problem is that the absence of highlights give all the objects the same dull
> plastic look. To get those, real lights are necessary, but then I have to
> balance the finishes differently to compensate for the additional lights. All
> I'd need would be a light source able to create highlights without contributing
> to the scene luminosity and render time.

Probably not possible to avoid an increase in render time until the day
that radiosity can produce highlights.. but have you considered using a
very dim light, and setting your highlights really high (say, "specular 10")?

-Xplo


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From: Myles Strous
Subject: Re: Arnold's like part 2 - commercial release
Date: 6 Sep 2000 00:41:13
Message: <39B5CB0B.288E7305@lib.monash.edu.au>
> >http://www.pepeland.com/
> >http://www.3dluvr.com/marcosss/
> >http://www.3dluvr.com/marcosss/morearni/

It's now been commercially released as "messiah:render", 
assuming it's the same "Arnold".

See http://www.projectmessiah.com/news_frames.htm

Regards, Myles.


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From: Tony[B]
Subject: Re: Arnold's like part 2 - commercial release
Date: 6 Sep 2000 09:44:29
Message: <39b64a3d@news.povray.org>
I thought it was funny for two radiosity projects to have the same name. Oh,
well, too bad for us poor POVers, eh? :)


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From: Michael Andrews
Subject: Re: Arnold's like part 2
Date: 6 Sep 2000 10:04:33
Message: <39B64E6C.640CD371@reading.ac.uk>
Hi Folks,

Here's my version of Gilles' image, with highlights.

Xplo Eristotle wrote:
> 
> Probably not possible to avoid an increase in render time until the day
> that radiosity can produce highlights.. but have you considered using a
> very dim light, and setting your highlights really high (say, "specular 10")?
> 
> -Xplo

This is the method I used; a large area light with a luminosity of 0.01
and a specular value of 80 in the finish.

Bye for now,
	Mike Andrews.


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Attachments:
Download 'testrad9.jpg' (30 KB)

Preview of image 'testrad9.jpg'
testrad9.jpg


 

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