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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](/povray.binaries.images/attachment/%3C4521a42d%40news.povray.org%3E/waterbug.jpg?ttop=443866&toff=4200&preview=1)
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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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How did you get the glare effect?
--
-Nekar Xenos
"The truth is out there"
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How did you do the glare?
--
-Nekar Xenos
"The truth is out there"
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45220fff@news.povray.org...
> How did you do the glare?
>
Alzheimer yet? ;-)
Marc
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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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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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That's one simple, but very nice render.
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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](/povray.binaries.images/attachment/%3C4523004f%40news.povray.org%3E/lb_chart.png?ttop=443866&toff=4200&preview=1)
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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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