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This noise is post processed, no? What's the difference between that and
jitter?
Skip
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me neither. i think too much noise makes it look like heavy jpeg
compression.
john
"Slime" <slm### [at] slimeland com> wrote in message
news:3d03d61a$1@news.povray.org...
> I like it, though the focal blur definitely needs some higher settings,
and
> I'm really not crazy about this add-noise-for-photorealism trick that
> everyone's doing. =)
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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"Skip Talbot" <sta### [at] uiuc edu> wrote in message
news:3d04030e$1@news.povray.org...
> This noise is post processed, no? What's the difference between that and
> jitter?
I guess that setting some jitter may slow down (more!) the render. A
postprocessed noise lets you add noise by trial-and-error without having to
re-render the scene too many times.
Fernando.
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Very, very nice Fernando.
<rant>
You know, it's really funny- I frequent forums for the Max, Brazil, and
Universe3D packages and many times I will notice people talking down on POV
users. I then see images such as this and just want to flood the forums with
links to these images just to show what truly creative and talented people
can do with this package -without the benefit of a modeller (or at most
Moray, that, while good, is not anywhere in the same league as Max etc.)- in
the vain hope of deflating their egos.
</rant>
Ok, sorry about that. Again, really nice pic man!
-Oldstench
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On Sun, 9 Jun 2002 20:38:12 -0500, "Skip Talbot" <sta### [at] uiuc edu>
wrote:
>This noise is post processed, no? What's the difference between that and
>jitter?
It depends on what is being jittered and for what reason. :)
Sometimes jitter is used along with multiple samples per pixel to
minimize what might otherwise be large errors in the value of a
particular pixel. In a case like this, it is actually reducing the
apparent noise {in that case, jaggies) of an image.
Later,
Glen
7no### [at] ezwv com (Remove the numeral "7")
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Oldstench, you have made me very happy with your comment :) I'm truly glad
that you liked it.
Fernando.
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Dude its perfect
just one thing
;)
make it 1024 768
and Ill put it as my desktop
:)
Fernando Gonzalez del Cueto wrote:
> A few changes, mainly in illumination and the finish of the dice.
>
> I tried to emphasize that the dots are carvings and not only paint. I don't
> know if it is noticeable.
>
> I applied a slight noise, again, to add a bit of realism.
>
> Overall, I think it did improve from last version.
>
> I'm very interested in you opinions/comments.
>
>
>
>
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"Flaming Monarch" <fla### [at] gates com> wrote in message
news:3D0### [at] gates com...
> Dude its perfect
> just one thing
> ;)
> make it 1024 768
> and Ill put it as my desktop
> :)
Thanks!!! I'll post it right away!
Fernando.
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On Sun, 9 Jun 2002 13:29:54 -0500, Fernando Gonzalez del Cueto wrote:
> I'm very interested in you opinions/comments.
This version is definitely better, the green velvet table would have been
nice, but the wallnut finish is just as good.
--
%HAV-A-NICEDAY email mailto:ste### [at] zeropps uklinux net
Steve web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
6:45pm up 18 days, 16:40, 1 user, load average: 1.03, 1.13, 1.17
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These are better.
I see the noise, and now that I do, I'm wondering how much it actually helped in
this particular case since you used lower focal blur settings. Which then leads
me to wonder if film grain noise couldn't be simulated with screen.inc and the
blurred patterns trick.
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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