POV-Ray : Newsgroups : povray.binaries.images : it's HDRI-tiiimee :) Server Time
16 Oct 2026 19:30:29 EDT (-0400)
  it's HDRI-tiiimee :) (Message 1 to 14 of 14)  
From: Zeger Knaepen
Subject: it's HDRI-tiiimee :)
Date: 27 Dec 2002 22:43:26
Message: <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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Attachments:
Download 'HDRI2.jpg' (16 KB) Download 'HDRI2pp.jpg' (26 KB)

Preview of image 'HDRI2.jpg'
HDRI2.jpg

Preview of image 'HDRI2pp.jpg'
HDRI2pp.jpg


 

From: JPGargoyle
Subject: Re: it's HDRI-tiiimee :)
Date: 27 Dec 2002 22:57:55
Message: <3e0d2143@news.povray.org>
This sure looks promissing :)

Pretty cool stuff.

Can you tell something about render times?

Best regards.


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From: Zeger Knaepen
Subject: Re: it's HDRI-tiiimee :)
Date: 27 Dec 2002 23:03:50
Message: <3e0d22a6@news.povray.org>
"JPGargoyle" <jot### [at] netcabopt> schreef in bericht
news:3e0d2143@news.povray.org...
> This sure looks promissing :)
>
> Pretty cool stuff.
tnx :)

> Can you tell something about render times?
It was rendered in 2 passes.  First pass with high radiosity settings
(error_bound .01 and 600 samples) at a very low resolution (160*120) (I
don't remember the rendertime for the first pass), second pass with lower
radiosity settings (error_bound 1.01, still 600 samples) at the full
resolution.  The second pass took 11 minutes 39 seconds, on an AMD
Thunderbird 1.1GHz, 352MB RAM, running Windows Me (too lazy to install a
decent OS :)

cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Trust is only dangerous when you have to rely on it."


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From: Daniel Matthews
Subject: Re: it's HDRI-tiiimee :)
Date: 27 Dec 2002 23:53:34
Message: <1734054.elrD77ACJf@3-e.net>
Can you do this one again but add photons?
http://sad.studentenweb.org/hdri/globalilluminationtest7.jpg


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From: The Mad Hatter
Subject: Re: it's HDRI-tiiimee :)
Date: 28 Dec 2002 00:35:02
Message: <web.3e0d37d0f814632c5798b2cc0@news.povray.org>
I love it when a plan comes together....


*** http://www.highpoly3d.com ***
*** Tutorials/Textures/Forums ***


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From: Zeger Knaepen
Subject: Re: it's HDRI-tiiimee :)
Date: 28 Dec 2002 08:44:23
Message: <3e0daab7@news.povray.org>
"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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From: Daniel Matthews
Subject: Re: it's HDRI-tiiimee :)
Date: 28 Dec 2002 16:10:52
Message: <1236264.W7W56anrVo@3-e.net>
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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From: Zeger Knaepen
Subject: Re: it's HDRI-tiiimee :)
Date: 28 Dec 2002 16:31:35
Message: <3e0e1837$1@news.povray.org>
> 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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From: Slime
Subject: Re: it's HDRI-tiiimee :)
Date: 28 Dec 2002 21:43:37
Message: <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.

 - Slime
[ http://www.slimeland.com/ ]


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From: Zeger Knaepen
Subject: Re: it's HDRI-tiiimee :)
Date: 28 Dec 2002 22:01:13
Message: <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?

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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From: Rafal 'Raf256' Maj
Subject: Re: it's HDRI-tiiimee :)
Date: 29 Dec 2002 05:06:27
Message: <Xns92F370B614C60raf256com@204.213.191.226>
"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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From: ilker yigit
Subject: Re: it's HDRI-tiiimee :)
Date: 23 Jun 2003 09:56:41
Message: <3ef70719@news.povray.org>
can you tell me the material of middle ball ?






KareoÝlker Yiðit Kareo Takým Lideri Vektor Ofis A.Þ. 0 216 411 1530
"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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From: Zeger Knaepen
Subject: Re: it's HDRI-tiiimee :)
Date: 23 Jun 2003 12:02:06
Message: <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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From: ilker yigit
Subject: Re: it's HDRI-tiiimee :)
Date: 23 Jun 2003 13:32:04
Message: <3ef73994@news.povray.org>
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}

}


KareoÝlker Yiðit Kareo Takým Lideri Vektor Ofis A.Þ. 0 216 411 1530
"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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