POV-Ray : Newsgroups : povray.binaries.images : IRTC WIP 4.1 Server Time
18 Aug 2024 10:20:50 EDT (-0400)
  IRTC WIP 4.1 (Message 11 to 17 of 17)  
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From: Is
Subject: Re: IRTC WIP 4.1
Date: 14 Jun 2001 12:19:57
Message: <3B28E3B0.6040204@yahoo.com>
For some reason, this is way better than the last one. VERY realistic...

Norbert Kern wrote:

> hi all,
> 
> I got many encouraging statements regarding my last posting, thanks a lot.
> Furthermore some of you mentioned too uniform textures, too bright or too
> dark areas and so on.
> Those critics were all right.
> Radiosity would be a solution, but is too slow (probably too many objects).
> All shadowed points with the same texture have the same brightness with

> look like real nature.
> The main problem is the sky, which illuminates shadowed parts in nature, but
> not in povray (same is true for other raytracers, I think).
> There is no such light definition in megapov or povray. But many lights
> distributed on the sky should do the same.
> The best uniform distribution of points on a sphere is like the 60 points on
> buckminsterfullerene (like a football (soccer in U.S.)).
> I took those coordinates, deleted the points below the ground (negative y
> values.) Then I reduced the 30 lights to the most relevant 11, because with
> 30 lights test renders were too slow.
> Render time is 6 times as high as with fill lights. but the result is much
> better.
> To speed the test render up, some plants were excluded.
> 
> Comments?
> 
> 
> Norbert
> 
> 
> 
> 
> IRTC-WIP41.jpg
> 
> Content-Type:
> 
> image/jpeg
> Content-Encoding:
> 
> x-uuencode
> 
>


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From: Sigmund Kyrre Aas
Subject: Re: IRTC WIP 4.1
Date: 14 Jun 2001 13:15:50
Message: <8rohit8pl60lv87jg4er0sehvph0t2jc4n@4ax.com>
On Thu, 14 Jun 2001 11:00:33 +0300, Sigmund Kyrre Aas
<as### [at] studntnuno> wrote:

>This is very pretty! I especially like the water and the srubbery down
>on the right. If I was to pick, I would say the closest leaves on the
>ritght looks a bit stiff and could use som more randomness. The
 ------

eh, LEFT of course.

sig
-- 
ICQ 74734588


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From: JRG
Subject: Re: IRTC WIP 4.1
Date: 14 Jun 2001 16:00:04
Message: <3b2917c4@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> ha scritto nel messaggio
news:3b27bca3@news.povray.org...
> hi all,
>[...]
> Comments?
>
 > Norbert

Yeah, you got it! I'm speechless...


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From: David Fontaine
Subject: Re: IRTC WIP 4.1
Date: 14 Jun 2001 18:01:27
Message: <3B293293.41B895E5@faricy.net>
Wow, wasn't sure you could make it better.  :)

Hmm, my only criticism, the sand looks a tad pinkish.

-- 
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Pete
Subject: Re: IRTC WIP 4.1
Date: 14 Jun 2001 18:53:18
Message: <284.565T2770T10455563PeterC@nym.alias.net>
>Comments?


>Norbert



>[Attachment: IRTC-WIP41.jpg]

        Very cool.  Pictures like this make me think of giving up
on raytracing 'cause I'll never get this good.  :-)   I wonder
how it would look if you used your skills and techniques to make
a fall (Autumn) landscape?


Pete


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From: Nekar Xenos
Subject: Re: IRTC WIP 4.1
Date: 15 Jun 2001 02:17:07
Message: <3b29a863@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote in message
news:3b27bca3@news.povray.org...
> hi all,
> The main problem is the sky, which illuminates shadowed parts in nature, but
> not in povray (same is true for other raytracers, I think).
> There is no such light definition in megapov or povray. But many lights
> distributed on the sky should do the same.
> The best uniform distribution of points on a sphere is like the 60 points on
> buckminsterfullerene (like a football (soccer in U.S.)).
> I took those coordinates, deleted the points below the ground (negative y
> values.) Then I reduced the 30 lights to the most relevant 11, because with
> 30 lights test renders were too slow.
> Render time is 6 times as high as with fill lights. but the result is much
> better.

Try scattering media. The only reason the sky seems to give off light is because
the atmosphere refracts and scatters the light from the sun, resulting in the
light haze you usually see on the horizon and the blue look of the sky.
I'm not sure what that would do to the render time though.

- Nekar


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From: Tony[B]
Subject: Re: IRTC WIP 4.1
Date: 15 Jun 2001 12:27:06
Message: <3b2a375a@news.povray.org>
I kind of like the previous plants. That grassy stuff. This still looks very
nice, though. Good work.


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