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Xplo Eristotle wrote:
>
> The sky seems unnatural to me, and you're right about the error_bound
> and need for accuracy in the foreground, but otherwise this is a great pic.
Thanks,
concerning the sky, it is meant to look a little unconventional, but i
have seen a lot of photos with much less natural sky than this.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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> Xplo Eristotle wrote:
> >
> > The sky seems unnatural to me, and you're right about the error_bound
> > and need for accuracy in the foreground, but otherwise this is a great pic.
>
> Thanks,
>
> concerning the sky, it is meant to look a little unconventional, but i
> have seen a lot of photos with much less natural sky than this.
>
> Christoph
I personally feel that here is a very impressive computer generated
image ! The atmosphere seems to be almost perfect; I mean, something
serious "stand out" of the pict. We are looking through a very nice and cool
world.
I think this image is a good part of what CGI should be.
Alex P
>
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
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That's impressive image!
"Christoph Hormann" wrote
> I wonder if adaptive accuracy would be useful for isosurfaces.
Have you tried "adaptive max_gradient" technique, which is already
implemented in 3.5 beta?
I think "adaptive accuracy" is not so useful as "adaptive max_gradient",
The below code is an example.
If you render it with accuracy=0.002 instead of 0.0001, you will
see artifacts near the top of small peaks.
On the other hand, if you render it with adaptive max_gradient
(e.g. "evaluate 2, 1.2, 0.9" instead of "max_gradient 5") and with
accuracy=0.0001, the image quality will be much better and the
rendering speed will be comparable or rather faster than the above.
Note that this technique does not guarantee artifact-free image
and requires experiences to determine the "evaluate" parameters.
(So, this should be only for advanced users.)
BTW, have you tried normal function pattern like below
(commented out) for the foreground? I usually use it in such
cases.
R. Suzuki
//--- the code ------
#version 3.5;
#include "functions.inc"
#declare Radiosity=off;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 0.05
recursion_limit 3
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
#end
}
#default {
texture {
pigment {rgb 1}
#if (Radiosity)
finish {
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
}
}
// ----------------------------------------
camera {
right x*image_width/image_height
location <0,1.15,-4>
look_at <0,0.8,0>
}
light_source {
<500,500,-500>
color rgb <1, 1, 1>
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
isosurface {
function { y+f_noise3d(x/6,0,z/6)*0.5
+f_noise3d(x*12,y*1,z*12)*0.1
+f_noise3d(x*56,y*20,z*56)*0.04
+f_noise3d(x*120,y*20,z*120)*0.01
+f_noise3d(x*311,y*53,z*311)*0.005
}
contained_by { box { <-150,-3,-150>, <150,0,150> } }
accuracy 0.0001
max_gradient 5
// evaluate 2, 1.2, 0.9
texture {
pigment {
checker
color rgb <1.0, 0.8, 0.6>
color rgb <1.0, 0.0, 0.0>
scale 0.5
}
/* normal{ function{
f_crackle(x*670,y*270,z*670)*0.2}
slope_map {
[0 <0, 1>]
[0.4 <1, 1>]
[0.65 <1,-1>]
[1 <0,-1>] }
}
*/
}
translate y*1.3
}
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"R. Suzuki" wrote:
>
> That's impressive image!
>
Thank you!
>
> Have you tried "adaptive max_gradient" technique, which is already
> implemented in 3.5 beta?
>
> I think "adaptive accuracy" is not so useful as "adaptive max_gradient",
>
> The below code is an example.
> If you render it with accuracy=0.002 instead of 0.0001, you will
> see artifacts near the top of small peaks.
> On the other hand, if you render it with adaptive max_gradient
> (e.g. "evaluate 2, 1.2, 0.9" instead of "max_gradient 5") and with
> accuracy=0.0001, the image quality will be much better and the
> rendering speed will be comparable or rather faster than the above.
>
> Note that this technique does not guarantee artifact-free image
> and requires experiences to determine the "evaluate" parameters.
> (So, this should be only for advanced users.)
Hmm, seems i don't understand completely how evaluate works, but i
remember in the past (with megapov) that scenes using 'eval' sometimes
were much faster than with a sufficient max_gradient value. I will do
some more experiments on that...
NTL, what i meant with adaptive accuracy was adapting it to the distance
from viewpoint. Of course it could be useful to adapt max_gradient in the
same way.
> BTW, have you tried normal function pattern like below
> (commented out) for the foreground? I usually use it in such
> cases.
>
No, but it's an interesting idea, anyway i suppose with 'normal on' in
radiosity this will be quite slow too.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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"F.Audet" wrote:
>
> I personally feel that here is a very impressive computer generated
> image ! The atmosphere seems to be almost perfect; I mean, something
> serious "stand out" of the pict. We are looking through a very nice and cool
> world.
Thanks, i think one could do quite a lot more with such a scene scene, if
it wasn't that slow. You could call it somehow 'brute force realism'
since there is really not much apart from the isosurface function and
radiosity.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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