POV-Ray : Newsgroups : povray.binaries.images : Seashore (wip) Server Time
8 Aug 2024 08:10:47 EDT (-0400)
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From: PM 2Ring
Subject: Re: Seashore (wip)
Date: 28 Sep 2005 03:45:01
Message: <web.433a49943c2a7646ad93754b0@news.povray.org>
"Paolo Gibellini" <p.g### [at] teinoscom> wrote:
> Thank you for the suggestions.
> This is the result. Now I'm planning to add a flow of fishes and some shells
> or pebbles.
> ;-)
> Paolo


Wow!

I've been trying to get water on sand to look right for days. I think I have
some coincident surface problems...


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From: Paolo Gibellini
Subject: Re: Seashore (wip)
Date: 28 Sep 2005 08:44:12
Message: <433a901c@news.povray.org>
Ok, this is one test of blur averaging the normals.
Rendering becomes sloooow, and my test are made with not much normals, but
the result is interesting.
This weekend I will end the test and post sources.
Bye,
;-)
Paolo

> You may blur the reflection a little bit by avaraging a set of slightly
> different normals. (->
> http://tag.povray.org/povQandT/languageQandT.html#blurredreflection)
> ... dave

> "PM 2Ring" wrote:
> I've been trying to get water on sand to look right for days. I think I
have
> some coincident surface problems...


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From: David El Tom
Subject: Re: Seashore (wip)
Date: 28 Sep 2005 09:29:11
Message: <433a9aa7$1@news.povray.org>
Paolo Gibellini wrote:
> Ok, this is one test of blur averaging the normals.
> Rendering becomes sloooow, and my test are made with not much normals, but
> the result is interesting.
> This weekend I will end the test and post sources.
> Bye,
> ;-)
> Paolo
> 

excellent ...
the water surface looks much more convincing this time.
AFAIK averaging textures always have the drawback of beeing dammend slow 
as you need at least 10 single textures to surpress banding. Everything 
over 256 would have no noticeable effect in my opinion (at least with 
8bit per channel).
For a given point of the multitextured object POVRay have to run the 
whole tracing routine for each single texture. So by averaging 10 
textures it takes 10 times as long as with a single texture (of cause 
only for the parts in the render where the multitextured object is visible).

... dave


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From: David El Tom
Subject: Re: Seashore (wip)
Date: 29 Sep 2005 02:28:46
Message: <433b899e@news.povray.org>
Paolo Gibellini wrote:
> Ok, this is one test of blur averaging the normals.
> Rendering becomes sloooow, and my test are made with not much normals, but
> the result is interesting.
> This weekend I will end the test and post sources.
> Bye,
> ;-)
> Paolo
> 
Hi Paolo,

just a quick shot of yesterday evening. I know the water texture is 
pooooooor compared to yours, but it shows the effect I wanted to point out.
Slightly blurred normals (10 textures averaged) gives you the feeling of 
slightly motion blurred image (as the water geometry alters coninously) 
and overcome this hyperrealistic snapshot effect of to accurate reflections.

... dave


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From: Paolo Gibellini
Subject: Re: Seashore (wip)
Date: 29 Sep 2005 10:01:40
Message: <433bf3c4$1@news.povray.org>
I think I've understood the concept, my main difficulty now is perform test
in decent times.
I'm trying to render 8 textures averaged and I've estimate a render time of
3 days...
;-)
Paolo

> "David El Tom" wrote:
> Hi Paolo,
>
> just a quick shot of yesterday evening. I know the water texture is
> pooooooor compared to yours, but it shows the effect I wanted to point
out.
> Slightly blurred normals (10 textures averaged) gives you the feeling of
> slightly motion blurred image (as the water geometry alters coninously)
> and overcome this hyperrealistic snapshot effect of to accurate
reflections.
>
> ... dave


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From: Paolo Gibellini
Subject: Re: Seashore (wip)
Date: 3 Oct 2005 09:59:27
Message: <4341393f@news.povray.org>
Hello!
Here is the latest render, a little better compared with precedents I think.
Now I want to increase the number of fishes before to start a slow render...
;-)
Paolo


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From: David El Tom
Subject: Re: Seashore (wip)
Date: 3 Oct 2005 17:48:23
Message: <4341a727@news.povray.org>
Paolo Gibellini wrote:
> Hello!
> Here is the latest render, a little better compared with precedents I think.
> Now I want to increase the number of fishes before to start a slow render...
> ;-)
> Paolo
> 
> 
> 
looks really great so far,
would you mind to share your water texture setup. Would help me much to 
get a feeling how to tweak textures for such scenes.
... dave


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From: Paolo Gibellini
Subject: Re: Seashore (wip)
Date: 4 Oct 2005 04:52:40
Message: <434242d8@news.povray.org>
Water texture is here.
As soon as I can add some decent comments and credits I will post the whole
source...
;-)
Paolo

---8<------ snippet ----
// This material arises from Christoph Hormann tutorial
// and was step by step modified following p.b.i. people
// indications (see credits above)
#declare m_water = color_map {
 [ 0.00 rgbt <0.217,0.552,0.877, 0.9> ]
 [ 0.90 rgbt <0.137,0.437,0.697, 0.95> ]
 [ 1.00 rgb <1,1,1> ]
}

#if(water_blur)
 #declare BlurAmount = .75; // Amount of blurring  --- 0.2 works but .75 I
like better
 #declare BlurSamples = 5; //How many rays to shoot   --- 40 for my pc is
impossible. 5 is not too bad

 #declare t_water = texture {
  average texture_map {
   #declare Ind = 0;
       #declare S = seed(0);
        #while(Ind < BlurSamples)
          [1 // The pigment of the object:
       pigment{
        rgbt <0.217,0.552,0.877, 0.9>
       }
            // The surface finish:
       finish {
     diffuse 0.3
     ambient 0.0
           reflection {0.3, 1 fresnel}
           conserve_energy
     specular 0.3
     roughness 0.003
       }
             // This is the actual trick:
             normal {
              //bumps BlurAmount
           ripples BlurAmount
           frequency 1
               translate <rand(S),rand(S),rand(S)>*10
               scale 1000
             }
          ]
          #declare Ind = Ind+1;
      #end
     }
 }
#else
 #declare t_water = texture {
     pigment{
      rgbt <0.217,0.552,0.877, 0.9>
      /*
   // I prefer a single pigment
      gradient z
      color_map {m_water}
      turbulence 0.9
      */
     }
     normal {
         ripples 0.75
         frequency 1
         translate <-3,0,3>
     }
     finish {
   diffuse 0.3
   ambient 0.0
         reflection {0.3, 1 fresnel}
         conserve_energy
   specular 0.3
   roughness 0.003
     }
 }
#end

#declare i_water =interior {
    ior 1.33
    fade_distance 0.3
 fade_power 1000
    fade_color <0.217,0.552,0.877>
}

#declare m_acqua =material {
    texture {t_water}
    interior {i_water}
}

---8<------ snippet ----

> "David El Tom" wrote:
> would you mind to share your water texture setup. Would help me much to
> get a feeling how to tweak textures for such scenes.
> ... dave


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From: David El Tom
Subject: Re: Seashore (wip)
Date: 4 Oct 2005 06:13:05
Message: <434255b1$1@news.povray.org>
Paolo Gibellini wrote:
> Water texture is here.
> As soon as I can add some decent comments and credits I will post the whole
> source...
> ;-)
> Paolo

thanks a lot ...,
be sure that I will play with it ...
will post it if I achive something nice.
... dave


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From: Paolo Gibellini
Subject: Re: Seashore (wip)
Date: 5 Oct 2005 04:57:44
Message: <43439588@news.povray.org>
... a night shoot.
For a while I will have no more time for this scene, but I've posted sources
in p.b.s. as promised.
Have a nice day and thank you all for the suggestions
;-)
Paolo


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