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> Nice plastic. This has a super clean look that I like.
Thanks... I don't like it because it makes things look CG... :)
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Tony[B] <ben### [at] catholic org> wrote in message
news:3c67eb34@news.povray.org...
> Thanks... I don't like it because it makes things look CG... :)
Not necessarily a bad thing. Have you seen the new Volvo commercial? Film
footage was altered to look like CSG.
-Shay
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> Still, it's not hyper-real, as I would have liked. I wish I could put my
> finger on what it lacks. I know something about the plastic just isn't
> right. I wish I knew what. <sigh>
I think I know what it is.. If you want to know.. It's 2 things: The light
and the reflection.. Raytraced lights comes from an infinite small point,
and that's not realistic.. Look at the window next to you: The light enters
the room from ALL the window; from the upper left corner to the lower right
corner, although there might be an angle where the light is most intense
(sunlight).
Even bulps are an "area" of light.. A small area, but since the light
usually bounces off the walls, it once again creates a very big area of
light.. You can simulate this in Pov with multiple light sources closely
around each other, either in shape of a window or a bulp, and use radiosity
for light bouncing off the walls.. Area_lights in Pov only makes the shadows
soft; they don't change the light itself.
Second thing is the reflection on the plastic. You use the specular keyword.
That's actually a shortcut for blurred reflection. The realistic thing would
be to turn off specular, and use blurred reflection. Even if there is just
the ground to reflect, this will be visible.
I know this smashes the render time, but there's no way around it.. :o/
You CAN however speed things up by using as few light_sources as possible
and by using Jaime Vives trick of a 2-pass rendering.. First save a
radiosity file rendered without blurred reflection. Then load the radiosity
file and render the scene WITH blurred reflection.. I would also mix the
specular keyword with a low-quality blurred reflection, for speed reasons.
Radiosity won't help the scene if there are no walls. Jaime's light macro
won't help if there are only small objects in the scene. I think it's mostly
useful with big scenes ala his office.
I hope this will help you.. Maybe you knew this already, but some people
probably does not..
Best wishes,
Hugo
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> I think I know what it is.. If you want to know.. It's 2 things: The
light
> and the reflection.. Raytraced lights comes from an infinite small point,
> and that's not realistic...
Depends on the case... for some things, it's perfectly feasible, like light
sources that are reeeeally far away.
> Look at the window next to you: The light enters
> the room from ALL the window; from the upper
> left corner to the lower right corner, although there
> might be an angle where the light is most intense
How did you know I have a window next to me? <looks around for spy cameras>
> Area_lights in Pov only makes the shadows
> soft; they don't change the light itself.
Yeah, I know.
> Second thing is the reflection on the plastic. You use the specular
keyword.
> That's actually a shortcut for blurred reflection.
For a shortcut, it's quite accurate. Blinn would be preferable, but this
ain't MegaPOV. I actually think it's the bumpiness of the surface. It's too
smooth in the rendering.
> and by using Jaime Vives trick of a 2-pass rendering.
Kari Kivisalo's trick (again!), actually... It was developed when (IIRC) JRG
had some trouble with a glass object.
> Radiosity won't help the scene if there are no walls.
Oh, yes, it will... Light bounces between the plane the object(s).
> Jaime's light macro won't help if there are
> only small objects in the scene.
Although it's best for closed environments, it made a nice difference on my
exterior scene.
> I hope this will help you.. Maybe you
> knew this already, but some people
> probably does not.
Yep. Thanks anyway.
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> > Raytraced lights comes from an infinite small point,
> > and that's not realistic...
>
> Depends on the case... for some things, it's perfectly feasible, like
light
> sources that are reeeeally far away.
Maybe you're right.. To my big surprise yesterday, I found that making a
"real" area light with lights placed similary to the fake area_light, makes
NO DIFFERENCE!
Now I don't understand anything anymore........
Hugo
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How are the white labels and the logo done... Please e mail me in response so i
do not forget... My time in the ng is sparatic and i space out where i left off
at... =] Well done man... =]
"Tony[B]" wrote:
> Well, as promised, after my exam in the morning (I missed only 1 question if
> you were wondering), I played with it all afternoon and evening yesterday,
> perfecting my model, and adding some better textures. I used focal_blur, but
> I guess I made the aperture too low. Oh, well. I don't feel like waiting for
> another render, so here you go. Enjoy. :)
>
> [Image]
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Thanks for the info "TeeBee"
The marble needs some shiny ness to it, or highlights from the light hitting it
like a pane of glass, most marbles have this if they are polished... ??
What version of pov are you using, you said not mega... ?? I prefer mega to
anything else right now... others are 2 buggy and i really am attached to the old
mac giu and cuz i took so much time to press to get the mega into the old shell i
will stick with it till 3.5 is "finished" and maybe thereafter...?? We shall
see... =]
I think the plastic looks fine in the second render, in the first it shows too
much gradient maybe that's just the compression though... ??
>>How did you know I have a window next to me? < looks around for spy cameras >
>>Blinn would be preferable,
I use phong & specular in all my images they go quite well together... =]
TTFN... =]
Ryan Mooney wrote:
> How are the white labels and the logo done... Please e mail me in response so i
> do not forget... My time in the ng is sparatic and i space out where i left off
> at... =] Well done man... =]
>
> "Tony[B]" wrote:
>
> > Well, as promised, after my exam in the morning (I missed only 1 question if
> > you were wondering), I played with it all afternoon and evening yesterday,
> > perfecting my model, and adding some better textures. I used focal_blur, but
> > I guess I made the aperture too low. Oh, well. I don't feel like waiting for
> > another render, so here you go. Enjoy. :)
> >
> > [Image]
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