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In article <3ae2b706@news.povray.org>, Jan Walzer says...
> OK .. that's a way, I dropped the adc_bailout to 1/64 and it took 4
> hours. OK, there are some artefacts at the reflections, but with
> better AA I can get rid, I think ..
>
> Now the texture for the teaegg isn't right yet, but I thought, I'd
> like to share ...
>
> dunno, what happend to my previous wood-texture ... the normals are
> gone, I'll check for them ...
>
I find it highly realistic! The nagging about the strength of the tea
should be taken as a compliment: nothing else to nag about :))
Very good!
--
Regards, Sander
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"Jan Walzer" <jan### [at] lzer net> wrote in message
news:3ae31ca9@news.povray.org...
> there are only faked caustics and no photons used, what number should
> I adjust, you think?
> Yes ... the media uses only absorption ... *THIS* is quite hard to
> control ...
I see. I think. It appears to have some turbulence and if it's only
absorption I didn't realize that would be affected. Unless it's the
refraction causing that. Something I should try out anyhow.
caustics 0.5 perhaps, but no way of being sure what's best. From what I've
seen of it before if too low a number is used the faked caustics spreads too
far and is faint (don't take my word for it) and if too high a number it is
too small and tight an area but not always brighter. I've seen caustics 1
work out well many times and others not well at all. I often raise the
diffuse of the object being projected onto so that it's more effective but
that can tend to mess with the texture your actually wanting (in this case
the table top).
Bob H.
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Slap me silly casue to tell you teh truth i didn't see it was brewing!
Jan Walzer wrote:
> Don't you see, the tea is in progress ?
>
> --
> background{rgb 1}camera{location<1,5,-2>look_at 0}#macro
> m(a,b,i)#local d=(b-a)
> /8;#local
> e=vcross(d,y);#if(i)m(a-e,a+e+2*d,i-1)m(a+e,a+2*d-e,i-1)m(a+3*d-e,a+e
> +3*d,i-1)m(a+3*d-e,a+5*d-e,i-1)m(a+6*d-e,a+e+6*d,i-1)m(a+8*d-e,a+e+8*d
> ,i-1)#else
> cylinder{a,b,vlength(d)/3 pigment{rgb 0}}#end#end m(-4*x,2*x,4) // Jan
> Walzer
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