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Wasn't it JC (Exether) who wrote:
>Rune wrote:
>> JC (Exether) wrote:
>>
>>>The hair is missing some brilliance
>>
>>
>> Nothing a little post-processing can't handle... ;)
>>
>> Do you mean something like this?
>>
>> Rune
>> --
>> 3D images and anims, include files, tutorials and more:
>> rune|vision: http://runevision.com **updated Jan 29**
>> POV-Ray Ring: http://webring.povray.co.uk
>
>Yes, it's an improvement I think.
>But I was more thinking about individual phongs on the hair, it's just
>an idea though, it might not be really better.
It doesn't seem to work very well with phong. I guess the phong
highlights don't work very well alongside the fake highlights that are
already painted on the image map. To get it to work with phong I think
that the texture map would have to be recreated without highlights and
there'd probably need to be a normal map
One thing that does help a little is turning up the lighting so that the
painted highlights become fully white rather than grey, but then the
dark parts of image tend to get a bit too bright.
--
Mike Williams
Gentleman of Leisure
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Skip Talbot wrote:
> I'm curious as to what exactly you did to this image.
I first used the histogram function Stretch and then applied a
shadow/midtone/highlight filter with shadow:10 midtone:50 highlight:50.
It was done in Paint Shop Pro 5.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Jan 29**
POV-Ray Ring: http://webring.povray.co.uk
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Mike Williams wrote:
>
> >How much memory in the parse?
>
> In the image shown, the peak memory used was 40,282,163. Most of that
> is used to hold the image maps. With a plain texture on the mesh it
> would only use 2,603,512.
There should be a way to lower the upper number without sacrificing
quality.
Regards,
John
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"John VanSickle" <evi### [at] hotmail com> wrote in message
news:4047C9A2.B7192567@hotmail.com...
> Mike Williams wrote:
> >
> > >How much memory in the parse?
> >
> > In the image shown, the peak memory used was 40,282,163. Most of that
> > is used to hold the image maps. With a plain texture on the mesh it
> > would only use 2,603,512.
>
> There should be a way to lower the upper number without sacrificing
> quality.
40-odd MB isn't bad, though, given :-)
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Impressive
--
Rick
Kitty5 NewMedia http://Kitty5.com
POV-Ray News & Resources http://Povray.co.uk
TEL : (+44) 0845 1083740 - ICQ : 15776037
PGP Public Key : http://pgp.kitty5.com
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