![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> I'm not convinced about the glass.. Even though you added water drops,
which
> is a nice touch.
There is one thing everyone misses when doing glasses of liquids. See if
you can tell which of the following images is better and why.
-tgq
Post a reply to this message
Attachments:
Download 'testg1.JPG' (63 KB)
Download 'testg2.JPG' (63 KB)
Preview of image 'testg1.JPG'
![testg1.JPG](/povray.binaries.images/attachment/%3C3d624bf7%40news.povray.org%3E/testg1.JPG?preview=1)
Preview of image 'testg2.JPG'
![testg2.JPG](/povray.binaries.images/attachment/%3C3d624bf7%40news.povray.org%3E/testg2.JPG?preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
From: Sir Charles W Shults III
Subject: Re: Too lonely - Loneliness (WIP)
Date: 20 Aug 2002 11:19:13
Message: <3d625df1@news.povray.org>
|
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Meniscus. Second image.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Sir Charles W. Shults III" <aic### [at] cfl rr com> wrote in message
news:3d625df1@news.povray.org...
> Meniscus. Second image.
You are correct. It does not seem like it would be a noticeable thing until
you actually compaqre the difference. Without it, something just tells my
brain that something is off though I may not always be able to pinpoint it.
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
My image does have water tension / miniscus (?),
perhaps too little?
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
> > Meniscus. Second image.
> You are correct. It does not seem like it would be a noticeable thing
until
> you actually compaqre the difference. Without it, something just tells my
> brain that something is off though I may not always be able to pinpoint
it.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
I could run a try for blurred reflections, but I think
the render time will skyrocket, and there's not much time
left actually...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
> > NOT CONVINCED ABOUT THE GLASS!?!
>
> Heh.. :o) Well I'm very rarely convinced about raytraced glass.. I tend
to
> judge the realism by what I usually see in real life, and in real life, I
> rarely see a setup within a simple enviroment. Even if the room is dark,
as
> in your picture, there is usually some spots of light from different
> directions. This affects glass and metal very much.
>
> Another thing is the shape of reflections, on your glass the reflections
has
> very sharp edges and I would expect them to be a bit blurred.
>
> This is all because I'm a nerd for realism. :o)
>
> Regards,
> Hugo
>
>
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Tim Nikias" <tim### [at] gmx de> wrote in news:3d621b8e$2@news.povray.org
> More antialias is saved for final trace...
>
> Nothing else that bothers you? I'm looking for feedback
> which things I could improve.
iamge is too dark, table texture basicly is entire black
I would increase contrast
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |