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Dan P wrote:
> LightBeam wrote:
>
>> Just playing...
>
>
> Heavy, man; heavy.
> *groan*
>
> Perhaps something interesting to reflect like a room scene? :-)
> Looks like a photograph! Nice!
I dont know yet if I'll change the scene (with HRDI or blurred
reflections) but its a good idea... It can be improved !
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St. wrote:
> "LightBeam" <s.f### [at] tiscali fr> wrote in message
> news:408812dd@news.povray.org...
>
>
>>Just playing...
>
>
> Oh, oh, oh, oh.... I've got some of those weights here in my mess
> of a workshop.
>
> You've got the right shapes as far as I can tell, and, and, and...
> *NICE* image! :)
>
> ~Steve~
Thx ;-)
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LightBeam wrote:
> Just playing...
>
>
> ------------------------------------------------------------------------
>
puzzled, at a mates, pulled the web view file of this, and it had a
sort of distortion - like a partial halo of smokiness with each of
items top edge of lower block where it starts to neck in.
its fine via this newsgroup
stephen
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Did you model these on some weights that you possess? If so, try
unscrewing those top bits - you should find a little piece of metal
inside. This is to bring the weight up to accuracy.
Another useless piece of info! ;)
Scales next?
~Steve~
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St. wrote:
> Did you model these on some weights that you possess? If so, try
> unscrewing those top bits - you should find a little piece of metal
> inside. This is to bring the weight up to accuracy.
>
> Another useless piece of info! ;)
>
> Scales next?
>
> ~Steve~
I don't possess this kind of weights, I just found a photography on the
web...
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Very nice. What I wonder is, why are the white reflections aliased? I didn't
think POV could do this (and I don't think it's always the best choice).
Regards,
Hugo
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Hugo Asm wrote:
> Very nice. What I wonder is, why are the white reflections aliased? I didn't
> think POV could do this (and I don't think it's always the best choice).
>
> Regards,
> Hugo
I don't really know why... perhaps its due that the white boxes I use to
illuminate the scene are too bright ?!
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> I don't really know why... perhaps its due that the white
> boxes I use to illuminate the scene are too bright ?!
That wouldn't normally cause anti-alias to behave any different. From what I
know, the samples are clipped to 0-1 before AA takes place.
I see you're actually using focal-blur and not AA.
Apparently focal-blur doesn't clip the range?
Anyone knows the reason for this decision?
Regards,
Hugo
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Hugo Asm wrote:
>>I don't really know why... perhaps its due that the white
>>boxes I use to illuminate the scene are too bright ?!
>
>
> That wouldn't normally cause anti-alias to behave any different. From what I
> know, the samples are clipped to 0-1 before AA takes place.
>
> I see you're actually using focal-blur and not AA.
> Apparently focal-blur doesn't clip the range?
> Anyone knows the reason for this decision?
>
> Regards,
> Hugo
Just a little bit of solution (?) :
"Warning: Focal blur is used. Standard antialiasing is switched off."
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St. wrote:
> Did you model these on some weights that you possess? If so, try
> unscrewing those top bits - you should find a little piece of metal
> inside. This is to bring the weight up to accuracy.
>
> Another useless piece of info! ;)
>
> Scales next?
>
> ~Steve~
Hehe -- unless you happen to be McGuyver :-) He'd mix it with a
paper-clip, a half-chewed piece of gum, an awkwardly bent staple, and an
old losing raffle-ticket to break into Fort Knox!
--
Respectfully,
Dan P
http://<broken link>
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