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I love it when a plan comes together....
*** http://www.highpoly3d.com ***
*** Tutorials/Textures/Forums ***
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"Daniel Matthews" <dan#@3-e.net> schreef in bericht
news:173### [at] 3-enet...
> Can you do this one again but add photons?
> http://sad.studentenweb.org/hdri/globalilluminationtest7.jpg
there are no light_source's, so how can I add photons?
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Why make trillions when we could make... billions?"
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Zeger Knaepen wrote:
> "Daniel Matthews" <dan#@3-e.net> schreef in bericht
> news:173### [at] 3-enet...
>> Can you do this one again but add photons?
>> http://sad.studentenweb.org/hdri/globalilluminationtest7.jpg
>
> there are no light_source's, so how can I add photons?
Ah well there's a nasty problem, if the HDRI environment can't act as a
light source for the purpose of generating caustics etc. then it is useless
for creating photo-realistic images.
<sigh>
--
Your connection failed because: Zombie processes haunting the computer
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> Ah well there's a nasty problem, if the HDRI environment can't act as a
> light source for the purpose of generating caustics etc. then it is
useless
> for creating photo-realistic images.
> <sigh>
but if the radiosity-algorithm takes ior's into account, high enough
radiosity-settings should produce accurate caustics, no?
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Don't torture yourself Gomez, that's my job."
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> but if the radiosity-algorithm takes ior's into account, high enough
> radiosity-settings should produce accurate caustics, no?
Correct.
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <slm### [at] slimelandcom> schreef in bericht
news:3e0e6159$1@news.povray.org...
> > but if the radiosity-algorithm takes ior's into account, high enough
> > radiosity-settings should produce accurate caustics, no?
> Correct.
but does it take IOR's and reflections into account?
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"We're not getting out of here in one piece, or if we do, it'll be one big
flat piece."
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"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in
news:3e0e6579$1@news.povray.org
> "Slime" <slm### [at] slimelandcom> schreef in bericht
> news:3e0e6159$1@news.povray.org...
>> > but if the radiosity-algorithm takes ior's into account, high
>> > enough radiosity-settings should produce accurate caustics, no?
>> Correct.
> but does it take IOR's and reflections into account?
AFAIR no, same as it ignores specular/phong :( maybe it will could be done
in Pov 4.0 ?
--
#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
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can you tell me the material of middle ball ?
"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:3e0d1dde@news.povray.org...
> Just a slightly adjusted version of the demo-scene included with MLPov.
> First image is the POV-Ray-version, second image is a post-processed
> version.
>
> Here are some more tests: http://sad.studentenweb.org/hdri/
>
> cu!
> --
> ZK AKA SaD
> http://www.povplace.be.tf
> "Wake up! Time to die."
>
>
>
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"ilker yigit" <ilk### [at] 2noktacom> schreef in bericht
news:3ef70719@news.povray.org...
> can you tell me the material of middle ball ?
I dont believe I changed any materials, but I'll check.
This is the material I used:
pigment { color rgb 1 }
finish { ambient 0 diffuse .8 reflection {0,.1 fresnel on}
irid {.1 thickness .5 turbulence .5}
}
interior {ior 28}
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Begin the unnecessarily slow-moving dipping mechanism!"
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Thanx for your reply. But i try this code but result is not some your
material.
What is wrong ?
#include "rad_def.inc"
global_settings{ max_trace_level 30
radiosity{ Rad_Settings(Radiosity_IndoorHQ, on, on) }}
camera {
location <0.0, 2.0, -5.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
light_source {
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
translate <-20, 40, -20>
}
sphere {
<0, 1, 0> // center of sphere <X Y Z>
0.5 // radius of sphere
// scale <1,2,1> // <= Note: Spheres can become ellipses by uneven scaling
pigment { color rgb 1 }
finish { ambient 0 diffuse .8 reflection {0,.1 fresnel on}
irid {.1 thickness .5 turbulence .5}
}
interior {ior 28}
}
"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:3ef7247e@news.povray.org...
> "ilker yigit" <ilk### [at] 2noktacom> schreef in bericht
> news:3ef70719@news.povray.org...
> > can you tell me the material of middle ball ?
> I dont believe I changed any materials, but I'll check.
>
> This is the material I used:
>
> pigment { color rgb 1 }
> finish { ambient 0 diffuse .8 reflection {0,.1 fresnel on}
> irid {.1 thickness .5 turbulence .5}
> }
> interior {ior 28}
>
>
> cu!
> --
> ZK AKA SaD
> http://www.povplace.be.tf
> "Begin the unnecessarily slow-moving dipping mechanism!"
>
>
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