 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
A close up of the coffee percolator with steam and bluish fire.
Render time is not significant (>11 hours), since the last two-three lines took 3
hours to render (still have to figure why) so I had to kill the render (this is a
cropped image).
As always C&C is welcome.
P.S. This time the autocontrast correction gave me a very bright image, so I didn't
use it. This is understandable, since the range of brightness in this shot is reduced
compared to the other one (this is the dark area of the main scene).
--
Jonathan.
Post a reply to this message
Attachments:
Download 'vaporeEfuoco.jpg' (86 KB)
Preview of image 'vaporeEfuoco.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Woow I discovered your image while my own coffee was percolating so I had
flavour as well :c)
Is it me or can we see the media container shape at the left edge of the
steam? (I guess a spheres union)
I like the blue flames.
Well are you not used to medias? They significantly slow down render .
May I ask you what radiosity setting do you use?
It is going to be a GREAT image (I'm currently trying to catch your
lightning style)
Marc
"JRG" <jrg### [at] hotmail com> a écrit dans le message de news:
3de5b622@news.povray.org...
> A close up of the coffee percolator with steam and bluish fire.
> Render time is not significant (>11 hours), since the last two-three lines
took 3
> hours to render (still have to figure why) so I had to kill the render
(this is a
> cropped image).
> As always C&C is welcome.
>
> P.S. This time the autocontrast correction gave me a very bright image, so
I didn't
> use it. This is understandable, since the range of brightness in this shot
is reduced
> compared to the other one (this is the dark area of the main scene).
>
>
> --
> Jonathan.
>
>
>
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
JRG wrote:
>
> A close up of the coffee percolator with steam and bluish fire.
> Render time is not significant (>11 hours), since the last two-three lines took 3
> hours to render (still have to figure why) so I had to kill the render (this is a
> cropped image).
> As always C&C is welcome.
Nice, but you should clean that coffee pot. ;-)
Concerning the lighting, i think when reflection is involved it is usually
a good idea to use Jaime's technique for the radiosity calculation, i.e.
take the radiosity data with dummy textures without reflection and reuse
it. It might be necessary to do this precalculation at a higher
resolution but it usually leads to fast and smooth results.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
:-o
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Thu, 28 Nov 2002 09:07:16 +0100
Christoph Hormann <chr### [at] gmx de> wrote:
> Nice, but you should clean that coffee pot. ;-)
Never! Only when a percolator gets that used it begins to make good
coffe. Seriously!
> Concerning the lighting, i think when reflection is involved it is
> usually a good idea to use Jaime's technique for the radiosity
> calculation, i.e. take the radiosity data with dummy textures without
> reflection and reuse it. It might be necessary to do this
> precalculation at a higher resolution but it usually leads to fast and
> smooth results.
Hmmm... actually I always render the precalculation at half resolution
but with higher settings than I will use with the real scene. I usually
get ride of the artifacts raising the error_bound a bit on the final
render.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
JRG wrote:
> A close up of the coffee percolator with steam and bluish fire.
That is very good, but my coffee pot, which is exactly the same, has steam
come out of the hole near the lid hinge as well as the spout.
--
Your connection failed because: /pub/lunch
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
As with the last image, most of the scene looks stunning. What I would
change is the texture for the top part of the perculator. The bottom is
great, but the upper part looks too spotted IMO. More like a bozo
pattern than stains. You could try making a material_map so that you
have more control of where the stains are and how they are shaped.
/ martin
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Sorry, I am on a roll and I couldn't resist :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
Attachments:
Download 'vaporeefuoco.jpg' (98 KB)
Preview of image 'vaporeefuoco.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Impressive work!
Now I know why I am not so good. Being decaffed makes you depoved as
well, it seems (at least the opposite seems to be true :) )
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
How dare you render something so frikkin' realistic?! Aaarrgh. Why do you
keep raising the bar? I'll never catch up! :)
--
Anthony Bennett
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"JRG" <jrg### [at] hotmail com> wrote in message news:3de5b622@news.povray.org...
: A close up of the coffee percolator with steam and bluish fire.
: Render time is not significant (>11 hours), since the last two-three lines took 3
: hours to render (still have to figure why) so I had to kill the render (this is a
: cropped image). [deletions] -- Jonathan.
Nice image. The flames look a little too uniform, but
they still look great. The steam looks like it's following
its container too closely. Love the lighting...
=Bob=
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> Sorry, I am on a roll and I couldn't resist :)
Hmmm.... coffee in the Matrix... :)
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jaime Vives Piqueres wrote:
>
> > Nice, but you should clean that coffee pot. ;-)
>
> Never! Only when a percolator gets that used it begins to make good
> coffe. Seriously!
All right, i don't drink coffee...
> > Concerning the lighting, i think when reflection is involved it is
> > usually a good idea to use Jaime's technique for the radiosity
> > calculation, i.e. take the radiosity data with dummy textures without
> > reflection and reuse it. It might be necessary to do this
> > precalculation at a higher resolution but it usually leads to fast and
> > smooth results.
>
> Hmmm... actually I always render the precalculation at half resolution
> but with higher settings than I will use with the real scene. I usually
> get ride of the artifacts raising the error_bound a bit on the final
> render.
The most important effect about raising the error_bound in comparison to
the precalculation is to avoid taking additional samples despite
'always_sample off'. Otherwise a higher error_bound of course reduces
artefacts but also the details in the shadows.
The real criteria for the size of the precalculation render should be to
gather enough radiosity data to generate the wanted quality picture. With
a low error_bound you will not be able to take enough samples since you
can't take more than one sample per pixel of course. In other words you
will have to strongly increase error_bound for the final trace to avoid
too many samples to be taken during final trace and thereby generate a
picture with less accurate radiosity effects.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Marc Jacquier wrote:
>Woow I discovered your image while my own coffee was percolating so I had
>flavour as well :c)
Lucky you. Nothing can beat the flavor of a well-made coffee.
>Is it me or can we see the media container shape at the left edge of the
>steam?
Huh? hmm er... truly I hoped nobody would notice this :-)
>(I guess a spheres union)
A blob.
>I like the blue flames.
>Well are you not used to medias? They significantly slow down render .
Hmm it's not the case. The render almost came to a halt at the last lines,
near the edge of the upper part of the oven (send a ray... reflect down...
reflect up... reflect down... reflect up... repeat as many times as you can
(trace_level 25)... multiply by blur_samples... uh and don't forget about
radiosity... ouch!). I resumed the render today: after four lines at 20 PPM
it rendered reasonably fast.
>May I ask you what radiosity setting do you use?
It's not about particular radiosity settings, it's about tuning some of the
main params of the scene.
I started with a classic:
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 300
error_bound .1
recursion_limit 2
gray_threshold 0
media on
normal on
}
Recursion limit 2 is needed as I don't want the most hidden parts of the
scene to look black.
Then I played a while with three parameters:
brightness
diffuse value of the white walls of the kitchen (hidden to the camera)
brightness of the skysphere.
I will play with these a little more later (I'm not completely satisfied of
the result) but here's what I'm using now:
brightness 2
sky_sphere_pigment_multiplier = 2
walls_diffuse = 0.5 (higher values make it look a little washed out)
Of course you need a standard size French window to let the light pass
through.
Hope this helps.
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Christoph Hormann wrote:
>Nice, but you should clean that coffee pot. ;-)
Heh, thanks.
>Concerning the lighting, i think when reflection is involved it is usually
>a good idea to use Jaime's technique for the radiosity calculation, i.e.
>take the radiosity data with dummy textures without reflection and reuse
>it. It might be necessary to do this precalculation at a higher
>resolution but it usually leads to fast and smooth results.
I'm already doing that, but the final scene renders pretty slow anyway. I'm
saving radiosity data without reflections at the final resolution. I don't
change any settings but pretrace_start and pretrace_end ('course I turn off
always_sample).
Yes, more samples are taken during the final render (about 0.3 percent),
which is a good thing because of the reflections.
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jaime Vives Piqueres wrote:
>On Thu, 28 Nov 2002 09:07:16 +0100
>Christoph Hormann <chr### [at] gmx de> wrote:
>
>> Nice, but you should clean that coffee pot. ;-)
>
> Never! Only when a percolator gets that used it begins to make good
>coffe. Seriously!
Holy words.
>> Concerning the lighting, i think when reflection is involved it is
>> usually a good idea to use Jaime's technique for the radiosity
>> calculation, i.e. take the radiosity data with dummy textures without
>> reflection and reuse it. It might be necessary to do this
>> precalculation at a higher resolution but it usually leads to fast and
>> smooth results.
>
> Hmmm... actually I always render the precalculation at half resolution
>but with higher settings than I will use with the real scene. I usually
>get ride of the artifacts raising the error_bound a bit on the final
>render.
Hmm I still have to try something like this.
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Martin Magnusson wrote:
>As with the last image, most of the scene looks stunning.
Thanks a lot.
>What I would
>change is the texture for the top part of the perculator. The bottom is
>great, but the upper part looks too spotted IMO. More like a bozo
>pattern than stains. You could try making a material_map so that you
>have more control of where the stains are and how they are shaped.
Yes, this close up shows the problem. But in the final scene I don't think
it'll be an issue.
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov wrote:
>Sorry, I am on a roll and I couldn't resist :)
Kewl. You did that in PS didnt you. How did you do that?
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Tony[B] wrote:
>How dare you render something so frikkin' realistic?! Aaarrgh. Why do you
>keep raising the bar? I'll never catch up! :)
Heh, thank you!
Nice to hear from you again.
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Daniel Matthews wrote:
>JRG wrote:
>
>> A close up of the coffee percolator with steam and bluish fire.
>
>That is very good, but my coffee pot, which is exactly the same, has steam
>come out of the hole near the lid hinge as well as the spout.
Hmm, have to check this... fine, let's have a coffee!
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
=Bob= wrote:
>Nice image. The flames look a little too uniform, but
>they still look great. The steam looks like it's following
>its container too closely. Love the lighting...
Thank you. You're right about the media container, but I don't think the
problem will show in the final scene.
--
Jonathan
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"JRG" <jrg### [at] hotmail com> a écrit dans le message de news:
web.3de682c8a6c6dfac978071460@news.povray.org...
> Hope this helps.
Grazie mile!! :-)
Marc
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Thu, 28 Nov 2002 16:21:26 EST, "JRG" <jrg### [at] hotmail com>
wrote:
>Kewl. You did that in PS didnt you. How did you do that?
Quite easy, actually. Desaturate, curves and film grain for the sepia
toning, then a copy of the original color pic as a new layer over
that, blended as "color" and masked so that only the flames show.
It doesn't do your pic much good but it does wonders to poorly taken
color photographs. As I said, I'm on a roll, having fun with this kind
of thing, and I figured I hadn't had a still life cannibalized yet,
so... :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |