|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I like the pattern of the floor... is it something like nested checkered
pigment patterns?
Nice metals too. Did you use a transparent layer to fake the highlights?
POV-3.5? Then, you're a lucky one.
--
Jonathan
"Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio
news:3b89ac51@news.povray.org...
> Inspired by JRG's post, I decided to make one of my own. :) This was
> rendered with pre-beta POV 3.5*. Enjoy.
>
>
>
>
> * (P)review soon to appear on POVRay.co.uk.
>
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> I like the pattern of the floor... is it something like nested checkered
> pigment patterns?
No. Just a simple "cells" pattern with a color_map.
> Nice metals too. Did you use a transparent layer to fake the highlights?
Nope. Here's what I used:
finish
{
ambient 0 diffuse 0
reflection {1 metallic}
specular 3 roughness 0.01
metallic conserve_energy
}
> POV-3.5? Then, you're a lucky one.
Quite. Can you imagine getting an e-mail asking you if you would like to be
a Pre-Beta tester? Those don't come very often! :-D
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Is the blur a post-process in Povray or is it created while the picture
renders? Just curious as to the amount of time it takes compared to the
older Povray focal blur.
"Tony[B]" <ben### [at] catholicorg> wrote in message
news:3b89ac51@news.povray.org...
> Inspired by JRG's post, I decided to make one of my own. :) This was
> rendered with pre-beta POV 3.5*. Enjoy.
>
>
>
>
> * (P)review soon to appear on POVRay.co.uk.
>
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
There is no "newer" blur. If you look at the Team's report from a year ago,
there were no plans to include post-processing of any kind in 3.5.
Therefore, this is the same as the old blur, and renders just as quickly...
or slowly rather. :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio
news:3b8a7a2b@news.povray.org...
> No. Just a simple "cells" pattern with a color_map.
>
Ouch! I should have known...
> Nope. Here's what I used:
>
> finish
> {
> ambient 0 diffuse 0
> reflection {1 metallic}
> specular 3 roughness 0.01
> metallic conserve_energy
> }
Perfectly polished mirrors, and nice new syntax for reflection... Why are
you using conserve_energy with non-transparent objects?
> > POV-3.5? Then, you're a lucky one.
>
> Quite. Can you imagine getting an e-mail asking you if you would like to
be
> a Pre-Beta tester? Those don't come very often! :-D
I'm dribbling...
--
Jonathan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Ouch! I should have known...
:)
> Perfectly polished mirrors, and nice new syntax for reflection... Why are
> you using conserve_energy with non-transparent objects?
<voice=Homer>Uh... I don't know...</voice>
> I'm dribbling...
"drooling" ;)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3b8c1030@news.povray.org...
>
> "Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio
> news:3b8a7a2b@news.povray.org...
>
> > finish
> > {
> > ambient 0 diffuse 0
> > reflection {1 metallic}
> > specular 3 roughness 0.01
> > metallic conserve_energy
> > }
>
> Perfectly polished mirrors, and nice new syntax for reflection... Why are
> you using conserve_energy with non-transparent objects?
I believe conserve_energy can reduce reflection oversaturation even on
opaque objects. But, "why are there two 'metallic' keywords used and no
brilliance?", is my question. :-)
Bob H.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I guess:
reflection {1 metallic) = reflection 1 reflect_metallic
Brilliance isn't needed at all since diffuse = 0.
--
Jonathan
"Bob H." <omn### [at] msncom> ha scritto nel messaggio
news:3b8c6c4b@news.povray.org...
> "JRG" <jrg### [at] hotmailcom> wrote in message
> news:3b8c1030@news.povray.org...
> >
> > "Tony[B]" <ben### [at] catholicorg> ha scritto nel messaggio
> > news:3b8a7a2b@news.povray.org...
> >
> > > finish
> > > {
> > > ambient 0 diffuse 0
> > > reflection {1 metallic}
> > > specular 3 roughness 0.01
> > > metallic conserve_energy
> > > }
> >
> > Perfectly polished mirrors, and nice new syntax for reflection... Why
are
> > you using conserve_energy with non-transparent objects?
>
> I believe conserve_energy can reduce reflection oversaturation even on
> opaque objects. But, "why are there two 'metallic' keywords used and no
> brilliance?", is my question. :-)
>
> Bob H.
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3b8cc7d2$1@news.povray.org...
> I guess:
> reflection {1 metallic) = reflection 1 reflect_metallic
>
> Brilliance isn't needed at all since diffuse = 0.
Ahhh, smart. I had to go back to reading and rendering to be sure how it
all does work and I see I've connected brilliance with metallic yet it isn't
so.
And you were right about conserve_energy only working on semitransparent
objects too, sorry.
That's what I get for having a mind that builds up it's own ideas about
things, unfortunately in often haphazard ways.
Bob H.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> That's what I get for having a mind that builds up it's own ideas about
> things, unfortunately in often haphazard ways.
>
> Bob H.
>
Welcome to the Club ;)
Are there any of use who are not subject to that phenomenon ?
--
Y
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |