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From: Manuel Kasten
Subject: Sierpinski Superellipsoids unbiased (60KB)
Date: 14 Jun 2008 19:34:25
Message: <48545581@news.povray.org>
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I just rendered me a new background image for my desktop PC. I tried it
with radiosity, but even with rad_def.inc's Radiosity_Final there were
artifacts left (and it is still not finished, after 2.5 days). So I
decided to give MCPov a go and try it unbiased. 10 hours later, this is
the result.
Original render 1680x1050. About 2000 passes in MCPov in 10h. Levels
retouched an resized with Gimp. Full size hq image in next message.
Manuel Kasten
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Attachments:
Download 'sierpinski_superellispsoid_small.jpg' (59 KB)
Preview of image 'sierpinski_superellispsoid_small.jpg'
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From: Manuel Kasten
Subject: Re: Sierpinski Superellipsoids unbiased - hq (600KB)
Date: 14 Jun 2008 19:35:58
Message: <485455de@news.povray.org>
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here is the hq.
Post a reply to this message
Attachments:
Download 'sierpinski_superellispsoid.jpg' (603 KB)
Preview of image 'sierpinski_superellispsoid.jpg'
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From: stbenge
Subject: Re: Sierpinski Superellipsoids unbiased (60KB)
Date: 14 Jun 2008 20:45:46
Message: <4854663a@news.povray.org>
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Manuel Kasten wrote:
> I just rendered me a new background image for my desktop PC. I tried it
> with radiosity, but even with rad_def.inc's Radiosity_Final there were
> artifacts left (and it is still not finished, after 2.5 days). So I
> decided to give MCPov a go and try it unbiased. 10 hours later, this is
> the result.
>
> Original render 1680x1050. About 2000 passes in MCPov in 10h. Levels
> retouched an resized with Gimp. Full size hq image in next message.
>
> Manuel Kasten
Nice render. I remember doing a couple renders of these some time ago. I
can't find the link. It's interesting to see how Pascal's Triangle works
in three dimensions.
If you would like another way to achieve high-quality radiosity in the
official version of POV, I have one that I use sometimes. It's even
faster in some cases. The idea is to add extra virtual radiosity samples
for each surface. I do this by adding a slight surface normal to all the
scene's objects, like so:
#default{ finish{ambient 0} normal{bumps .5 scale .0001} }
You can then get away with lower radiosity settings:
#declare global_illumination = on;
global_settings{
#if(global_illumination=1)
radiosity{
count 30 error_bound .002
nearest_count 1
recursion_limit 1
normal on
brightness 1
gray_threshold 0
adc_bailout 0.1
}
#end
}
Render with high antialising, and it should look fairly smooth:
+a0.03 +am2 +r3
It's good to have more than a couple ways of accomplishing the same thing.
Sam
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From: Jim Henderson
Subject: Re: Sierpinski Superellipsoids unbiased (60KB)
Date: 15 Jun 2008 00:31:26
Message: <48549b1e@news.povray.org>
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Very nice - I wish I could manage textures like that, but they never seem
to work out quite the way I want.
I really need to spend more time in SDL.
Jim
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Manuel Kasten <kasten.@gmx.de> wrote:
> here is the hq.
Nifty Stuff. This image REALLY wants to be the 3D map for a
"pick-your-path-to-the-top" adventure game. Congrats.
Best Regards,
Mike C.
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