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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
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Paolo Gibellini 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
I realy like the texture of the sand. It gives you the feeling of these
very fine nearly white sand of the caribeans in one of these shallow
lagunas.
The reflections on the water surface on the other hand seems to me both,
to strong and to sharp. Especially compared with photo you posted last
time as reference. Looks a little bit like mecury.
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
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Thank you!
I will try this evening,
;-)
Paolo
>"David El Tom" wrote:
> Paolo Gibellini wrote:
>
> I realy like the texture of the sand. It gives you the feeling of these
> very fine nearly white sand of the caribeans in one of these shallow
> lagunas.
> The reflections on the water surface on the other hand seems to me both,
> to strong and to sharp. Especially compared with photo you posted last
> time as reference. Looks a little bit like mecury.
> 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
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"Paolo Gibellini" <p.g### [at] teinos com> 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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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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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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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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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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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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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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