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7 Aug 2024 07:16:46 EDT (-0400)
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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:50:01
Message: <web.458317aa8f139dc5c150d4c10@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> > Been working on some CGSphere entries.  Preview of #3 (a revision to my
> > #2,
> > A Clockwork Orange).  I have been having difficulties with the default
> > background grid disappearing without stupidly high AA settings.  Any
> > suggestions? (Can't change the grid)
>
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.

Thanks, I'll try that perhaps.

-tgq


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:50:01
Message: <web.458317f48f139dc5c150d4c10@news.povray.org>
"Ross" <rli### [at] speakeasynet> wrote:
> "scott" <ask### [at] mecom> wrote in message news:458314dd@news.povray.org...
> > > Been working on some CGSphere entries.  Preview of #3 (a revision to my
> > > #2,
> > > A Clockwork Orange).  I have been having difficulties with the default
> > > background grid disappearing without stupidly high AA settings.  Any
> > > suggestions? (Can't change the grid)
> >
> > Render at 2x or higher the resolution with more "normal" AA settings, then
> > rescale (using a decent method) in a paint program.
> >
> >
>
> or just use an insane AA, not sure what the guidelines for the CGSpheres
> site is, but post-processing like that might not be appropriate.
>
> my image above was rendered with +AM2 +A0.0 otherwise the checkered texture
> looks horrible in the distance.

Yes, PP is allowed.  Insane doesn't work for me, I get unreal render times
(relating to the fact that I use 256 light sources as usual)

-tgq


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From: Ross
Subject: Re: Rendering lull
Date: 15 Dec 2006 17:15:21
Message: <45831e79$1@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote in message
news:web.4583129c8f139dc5c150d4c10@news.povray.org...
> "scott" <ask### [at] mecom> wrote:
> > Over in off-topic, Mike was complaining of a lull in the community here,
so
> > Ross suggested posting whatever you are doing now, whatever the state of
it
> > is.
> >
> > So, here are the two things I've been working on recently.  First is a
basic
> > attempt to model my office, second is an attempt to model a bike wheel.
>
> Been working on some CGSphere entries.  Preview of #3 (a revision to my
#2,
> A Clockwork Orange).  I have been having difficulties with the default
> background grid disappearing without stupidly high AA settings.  Any
> suggestions? (Can't change the grid)
>
> -tgq
>

I like the concept, better than most at the CGSphere's site that I saw. I
think something like a metal ring around the face of the clock, sort of
plating the orange, would look nice.

pretty good orange texture too.


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From: Orchid XP v3
Subject: It's a tree (~100KB)
Date: 15 Dec 2006 17:32:51
Message: <45832293@news.povray.org>
Here's mine. Bet you can't tell what it is. (Mainly due to the poor 
quality of the rendering.)

Obviously, I am nowhere near 1337 enough to make this up all by myself. 
It's actually done with POV-Tree and Tom Tree. It *still* doesn't look 
right. (A damn site better than my own algorithm, but it still looks 
wrong. In particular, the needles differ vastly in size.)

This is actually a scaled down version of an image rendered at about 
2,000 pixels square. Took slightly less than 1 hour to render on an AMD 
Athlon64 in 32-bit mode. It renders faster without radiosity - but then 
the lighting looks *very* weird.

If I ever finish it, it's going to go on Zazzle. The plan is to add 
*lots* of fairy lights. Because I think they're pretty. :-P

PS. The checkered floor is actually supposed to be carpet tiles. We 
actually have these at work. Unfortunately, the image makes it look 
nothing like carpet! (The wallpaper looks pretty similar to what we have 
at work though. But without the peeling...)


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From: nemesis
Subject: Re: Rendering lull
Date: 15 Dec 2006 18:00:00
Message: <web.4583273b8f139dc51b5813600@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.

sounds just like the supersampling Antia-Aliasing method he's using.


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From: scott
Subject: Re: Rendering lull
Date: 15 Dec 2006 18:40:09
Message: <45833259@news.povray.org>
I use the resolution trick to effectively set a minimum AA depth to pick up 
detail that is less than one pixel big.  I wasn't aware of any way to do 
that in POV itself without forcing every single pixel to be sampled the 
maximum number of times (which is slooow).


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From: St 
Subject: Re: Rendering lull
Date: 15 Dec 2006 19:47:51
Message: <45834237@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote in message 
news:web.4583129c8f139dc5c150d4c10@news.povray.org...
> "scott" <ask### [at] mecom> wrote:
>> Over in off-topic, Mike was complaining of a lull in the community here, 
>> so
>> Ross suggested posting whatever you are doing now, whatever the state of 
>> it
>> is.
>>
>> So, here are the two things I've been working on recently.  First is a 
>> basic
>> attempt to model my office, second is an attempt to model a bike wheel.
>
> Been working on some CGSphere entries.  Preview of #3 (a revision to my 
> #2,
> A Clockwork Orange).  I have been having difficulties with the default
> background grid disappearing without stupidly high AA settings.  Any
> suggestions? (Can't change the grid)

    Try using the FB option at the top of the file Trevor. I found it works 
for me, but I know what you mean.  :/

    Nice idea!  (You'll see my next one soon).  :o)

      ~Steve~



>
> -tgq
>


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From: Abe
Subject: Re: Rendering lull
Date: 15 Dec 2006 22:05:00
Message: <web.458361d68f139dc5731c62bd0@news.povray.org>
Well, here is my doodling from while I was waiting for Terragen2 to show up.
Playing with the idea of developing a series of renderings which illustrates
the progression of putting together a landscape without getting too fancy.
The images are 1)terrain geometry, camera position and basic light,
2)developed lighting, 3)texture and 4) atmosphere. Cute maybe, but I'm not
sure how useful.

Abe


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From: Jaime Vives Piqueres
Subject: Re: Rendering lull
Date: 16 Dec 2006 04:41:15
Message: <4583bf3b@news.povray.org>
Some fish modeling with Wings... much more difficult than it looked at 
first glance!

--
Jaime


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From: Roman Reiner
Subject: Re: Rendering lull
Date: 16 Dec 2006 06:40:00
Message: <web.4583da488f139dc5c2715270@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> ... so Ross suggested posting whatever you are doing now, whatever the state
> of it is.

Good idea actually :)
It's not really POVRay related but for the last half year i was working on
and off on a high-poly version of the Hiigarian Transport 'Bishop' from the
computer game Homeworld. It's modelled in Wings3D and at the moment I'm
texturing it. The final mesh has over 200K triangles. Once it's done i can
hopefully do some nice images along with my Hiigarian Interceptor model :)

Regards Roman


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