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8 Aug 2024 06:21:48 EDT (-0400)
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From: Paolo Gibellini
Subject: Seashore (wip)
Date: 27 Sep 2005 03:41:32
Message: <4338f7ac@news.povray.org>
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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From: David El Tom
Subject: Re: Seashore (wip)
Date: 27 Sep 2005 03:55:24
Message: <4338faec@news.povray.org>
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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From: Paolo Gibellini
Subject: Re: Seashore (wip)
Date: 27 Sep 2005 04:04:28
Message: <4338fd0c@news.povray.org>
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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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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