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From: Samuel Benge
Subject: water bug (41kb)
Date: 2 Oct 2006 19:43:41
Message: <4521a42d@news.povray.org>
Hi everyone, just wanted to share this image I came up with. The 
creature was modeled with LightWave and rendered in two passes with POV.

The first pass was rendered in 31 minutes, 54 seconds using POV-Sub (the 
subdivision surface patch). This allowed me to keep the initial mesh 
object very small, thus saving hard-disk space (parsing might have even 
been faster, too).

The second pass was rendered 11 minutes, 7 seconds with the official 
version of POV. This added the glare effect you see coming off the 
creature's head.

My initial attempt at rendering this in LightWave was a little 
disappointing, because there is no good-looking SSS shader for the 
version I use.

Comments always welcome....

~Sam

P.S. The file for the glare effect is available upon request.


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Attachments:
Download 'waterbug.jpg' (41 KB)

Preview of image 'waterbug.jpg'
waterbug.jpg


 

From: Tim Nikias
Subject: Re: water bug (41kb)
Date: 2 Oct 2006 19:54:24
Message: <4521a6b0$1@news.povray.org>
Samuel Benge wrote:
> Hi everyone, just wanted to share this image I came up with. The 
> creature was modeled with LightWave and rendered in two passes with POV.

Looks awesome! Some floating particles would make it look really 
convincing...

> The first pass was rendered in 31 minutes, 54 seconds using POV-Sub (the 
> subdivision surface patch). This allowed me to keep the initial mesh 
> object very small, thus saving hard-disk space (parsing might have even 
> been faster, too).

Hm, that should be tested sometime. I use Silo for modelling, that's a 
very cheap but awesome subdivision surface modeller. If subdividing 
directly in POV is better than loading a big mesh, I wouldn't mind. :-)

> The second pass was rendered 11 minutes, 7 seconds with the official 
> version of POV. This added the glare effect you see coming off the 
> creature's head.

Probably just a simple pigment with a high specular, or what? Still 
quite a long render for just the glare. Am I missing something? Media?

> Comments always welcome....

You got mine! ;-)

> P.S. The file for the glare effect is available upon request.

Do you do it like I do? Render a specular pass, blur it using average, 
and layer it on top of another image? Looks good anyways. Any tricks 
involved that my description lacks? Always eager to learn! :-)

-- 
aka "Tim Nikias"
Homepage: <http://www.nolights.de>


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From: Nekar
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 01:26:54
Message: <4521f49e@news.povray.org>
How did you get the glare effect?


-- 
-Nekar Xenos
"The truth is out there"


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From: Nekar
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 03:23:43
Message: <45220fff@news.povray.org>
How did you do the glare?


-- 
-Nekar Xenos
"The truth is out there"


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From: Marc
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 04:18:12
Message: <45221cc4$1@news.povray.org>

45220fff@news.povray.org...
> How did you do the glare?
>
Alzheimer yet? ;-)

Marc


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From: Nekar
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 07:25:21
Message: <452248a1@news.povray.org>
I sent the message and nothing showed up, so I sent it again. I can only see 
one message from OE now.... :op

Nekar


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From: Sven Littkowski
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 12:08:42
Message: <45228b0a$1@news.povray.org>
It looks very fine.

I would now, for the final touch, add some microscopic elements (plancton) 
to the water in the background. Some sharper, some blurred. Different kinds. 
And maybe the idea of a distant nearly not recognizable underwater surface.

Greetings,

Sven


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From: Anthony D'Agostino
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 16:38:00
Message: <4522ca28@news.povray.org>
That's one simple, but very nice render.


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From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 20:29:03
Message: <4523004f@news.povray.org>
Tim Nikias wrote:
> Looks awesome! Some floating particles would make it look really 
> convincing...

Thanks! I plan on adding some particles, but it's going to make the 
render time higher than it would normally.... the translucent effect 
isn't very lenient as far as other scene objects go. When I add more 
(non-translucent) objects to the scene, the effect becomes diminished 
unless I wrap everything in merge brackets. Very annoying.

> Hm, that should be tested sometime. I use Silo for modelling, that's a 
> very cheap but awesome subdivision surface modeller. If subdividing 
> directly in POV is better than loading a big mesh, I wouldn't mind. :-)

There is a version for POV 3.6. You should check it out.

> Probably just a simple pigment with a high specular, or what? Still 
> quite a long render for just the glare. <>
<edit>
 > Do you do it like I do? Render a specular pass, blur it using average,
 > and layer it on top of another image? Looks good anyways. Any tricks
 > involved that my description lacks? Always eager to learn! :-)

Close, I use the rendered scene as input for the effect. It is averaged. 
Attached is the sample pattern for the effect. Q stands for quality. Q = 
1 is the maximum, and uses about 236-237 samples, so there is some 
improvement to be made, yet. I will soon be posting the glare effect 
file to p.b.scene-files.

>> Comments always welcome....
> 
> You got mine! ;-)

And it is appreciated :)

~Sam


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Attachments:
Download 'lb_chart.png' (8 KB)

Preview of image 'lb_chart.png'
lb_chart.png


 

From: Samuel Benge
Subject: Re: water bug (41kb)
Date: 3 Oct 2006 20:36:06
Message: <452301f6$1@news.povray.org>
Nekar wrote:
> How did you get the glare effect?

I made a scene-file which takes a pre-rendered image and adds the effect 
to it. I posted the file to p.b.scene-files

~Sam


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