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On 01/03/2011 9:58 AM, Edouard wrote:
> I thought I'd give this a go -
What might be of help, if you can do it, is to simplify the model. Using
a trial version of 3DS Max I reduced the vertex count to 20% of the
original (28 Meg, 9 Meg zipped)
--
Regards
Stephen
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On 03/01/2011 08:05 AM, Stephen wrote:
> On 01/03/2011 9:58 AM, Edouard wrote:
>> I thought I'd give this a go -
>
> What might be of help, if you can do it, is to simplify the model. Using
> a trial version of 3DS Max I reduced the vertex count to 20% of the
> original (28 Meg, 9 Meg zipped)
>
>
sweet ... excellent material!
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On 01/03/2011 1:59 PM, Jim Holsenback wrote:
> sweet ... excellent material!
Thanks but it is the bog standard marble. It is backlit and that makes a
difference. :-)
I think I'll try Lucy with the material map I used for the Buddha.
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Regards
Stephen
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On 01/03/2011 4:53 PM, Stephen wrote:
> On 01/03/2011 1:59 PM, Jim Holsenback wrote:
>> sweet ... excellent material!
>
> Thanks but it is the bog standard marble. It is backlit and that makes a
> difference. :-)
> I think I'll try Lucy with the material map I used for the Buddha.
>
And here it is. I've created another simplified mesh using 10% of the
vertexes (14 Meg zipped to 5 Meg). It messes up my big idea of
mm_per_unit though.
I don't mind sharing it even though 3DS Max says the mesh is a rats nest.
--
Regards
Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> And here it is. I've created another simplified mesh using 10% of the
> vertexes (14 Meg zipped to 5 Meg). It messes up my big idea of
> mm_per_unit though.
Here's my little attempt. Rendered in 10mins, without aa though. One thing I've
noticed is that I get a large number of bright single-pixel artifacts unless I
use large sample counts (using 1000,100 here), even when also using aa. Is there
any way to avoid this, or is it just the nature of the beast?
Bill
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Am 01.03.2011 13:05, schrieb Stephen:
> What might be of help, if you can do it, is to simplify the model. Using
> a trial version of 3DS Max I reduced the vertex count to 20% of the
> original (28 Meg, 9 Meg zipped)
Very beautiful texture!
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On 01/03/2011 11:58 PM, Bill Pragnell wrote:
> Here's my little attempt. Rendered in 10mins, without aa though. One thing I've
> noticed is that I get a large number of bright single-pixel artifacts unless I
> use large sample counts (using 1000,100 here), even when also using aa. Is there
> any way to avoid this, or is it just the nature of the beast?
Nice but use aa it makes a difference. My samples are only 100, 50. Back
lighting makes a difference as well.
I used mm_per_unit = 1.105 for the first one and 28.6 for the green one.
It took well over an hour.
Your image looks more like marble what settings did you you use?
--
Regards
Stephen
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On 02/03/2011 12:09 AM, clipka wrote:
> Am 01.03.2011 13:05, schrieb Stephen:
>
>> What might be of help, if you can do it, is to simplify the model. Using
>> a trial version of 3DS Max I reduced the vertex count to 20% of the
>> original (28 Meg, 9 Meg zipped)
>
> Very beautiful texture!
Thanks but as I said to Jim it is the marble from the paper.
I like the jade one posted later better.
I'm going to run some more test renders overnight.
--
Regards
Stephen
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On 02/03/2011 12:14 AM, Stephen wrote:
> My samples are only 100, 50.
I lied, I've just noticed that they are 500, 250
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Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> Nice but use aa it makes a difference.
But does it? I thought aa was wasted on otherwise supersampled features like
area lights, focal blur, media etc? The edges of lucy's self-shadows are lovely,
it's just the floor shadow and her horizon that show aliasing. I'll do some aa
tests tonight.
> Your image looks more like marble what settings did you you use?
Excellent, I was shooting for a very translucent marble.
mm_per_unit = 80 (the model is about 1 unit high)
samples 1000, 100 (only way I could get rid of bright point artifacts)
subsurface { 5*colour, 0.5*(1-colour) } (IIRC!)
Bill
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