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...with my abused "boltstill" scene.
Test 3 uses Debevec "kitchen_probe", while test 4 uses my own probe
rendered with MegaPOV from my POVCOMP entry (available soon: I'm still
tweaking it). I think MegaPOV HDRI support just rocks...
--
Jaime
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Attachments:
Download 'boltstill-hdri-3.jpg' (54 KB)
Download 'boltstill-hdri-4.jpg' (56 KB)
Preview of image 'boltstill-hdri-3.jpg'
![boltstill-hdri-3.jpg](/povray.binaries.images/attachment/%3C42442598%40news.povray.org%3E/boltstill-hdri-3.jpg?ttop=441697&toff=5450&preview=1)
Preview of image 'boltstill-hdri-4.jpg'
![boltstill-hdri-4.jpg](/povray.binaries.images/attachment/%3C42442598%40news.povray.org%3E/boltstill-hdri-4.jpg?ttop=441697&toff=5450&preview=1)
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The bolt scene always looked cool, but with HDRI? Incredible. I can't wait
to see the probe.
-S
5TF!
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Jaime Vives Piqueres wrote:
> ...with my abused "boltstill" scene.
Funny - i have been doing some tests with HDRI the last days as well...
> Test 3 uses Debevec "kitchen_probe", while test 4 uses my own probe
> rendered with MegaPOV from my POVCOMP entry (available soon: I'm still
> tweaking it). I think MegaPOV HDRI support just rocks...
Thanks. ;-)
The second one looks somewhat dull - is there reflection in the bolts
texture? The no_radiosity flag will help to reduce render time when
combining radiosity with reflection BTW.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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Christoph Hormann wrote:
> Funny - i have been doing some tests with HDRI the last days as well...
I'm testing it with all of my previous scenes which are suited for
it... both as HDRI probe or as HDRI target.
> Thanks. ;-)
No, thanks to you! Specially for the output! I'm even starting to use
it as default output for all my scenes... seems like a good archival
format, being rgbe. With the help of screen.inc, I've done a quick
"hdr-viewer" scene with which I "convert" the .hdr files later to other
formats for viewing. The main advantage is that I can tweak the lighting
intensity later, without having to re-render the scene... thanks!
> The second one looks somewhat dull - is there reflection in the bolts
> texture?
Yes, there is reflection, but not as much as on the other one. And
also the lighting range on the probe from "thekitchen" is still not very
dynamic... there is excessive light coming from the walls and furniture,
compared with the light intensity from the window.
> The no_radiosity flag will help to reduce render time when
> combining radiosity with reflection BTW.
Don't worry, I always save radiosity first with plain pigments: I
even don't remember my last one-pass rendering... :)
--
Jaime
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very nice!
did you see my ISO thread surface of last year?
From: Jaap
Subject: re: my very first iso-surface (and second macro) :-)
Date: 5 Sep 2004 10:30:00
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Jaap wrote:
> very nice!
Thanks!
> did you see my ISO thread surface of last year?
Ah, yes... really nice, and much better than my thread, faked with
differenced toruses. But I thought then that it would be really slow to
use your isothread with my "micronormals" texture... well, looking at it
now, max_gradient is only 2... perhaps I should try? ;)
--
Jaime
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Jaime Vives Piqueres wrote:
>
> Yes, there is reflection, but not as much as on the other one. And
> also the lighting range on the probe from "thekitchen" is still not very
> dynamic... there is excessive light coming from the walls and furniture,
> compared with the light intensity from the window.
That's the case in most scenes - since the light source itself does not
actually turn up in the HDR light probe it will often look too dark.
If you however compine HDRI with conventional light sources, in case of
your kitchen for example place an area light at the window position in
addition it will look OK. I guess both variants can be useful.
> > The no_radiosity flag will help to reduce render time when
>
>> combining radiosity with reflection BTW.
>
>
> Don't worry, I always save radiosity first with plain pigments: I even
> don't remember my last one-pass rendering... :)
But all samples taken in the final trace will not profit from this. And
in scenes like this you usually have a lot of in-trace samples taken.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> differenced toruses. But I thought then that it would be really slow to
> use your isothread with my "micronormals" texture... well, looking at it
> now, max_gradient is only 2... perhaps I should try? ;)
your texture is very nice!
I did some speed experiments with that iso (4 separate iso's, instead of
using a
lot of Max(..) Min(..) in the function, etc), but i can't remember witch was
the
best. if the thread is only a small part of your image, it's not to bad,
because
the bounding box can be very tight around the thread.
the source also includes a full list of official thread dimensions for
M3..M64.
(i was going to use it for povcomp)
source of all thread iso experiments:
jwstolk.afreehost.net/parts.pov.gz
jaap.
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That's real good. Looks impressively real...
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