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31 Jul 2024 14:34:24 EDT (-0400)
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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 07:05:34
Message: <4d6ce10e@news.povray.org>
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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From: Jim Holsenback
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 08:59:30
Message: <4d6cfbc2$1@news.povray.org>
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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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 11:53:53
Message: <4d6d24a1$1@news.povray.org>
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.

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 18:37:32
Message: <4d6d833c@news.povray.org>
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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From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:00:01
Message: <web.4d6d8811d81bd80da7b682960@news.povray.org>
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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From: clipka
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:09:25
Message: <4d6d8ab5$1@news.povray.org>
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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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:14:51
Message: <4d6d8bfb$1@news.povray.org>
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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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:18:25
Message: <4d6d8cd1@news.povray.org>
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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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:28:08
Message: <4d6d8f18@news.povray.org>
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

-- 
Regards
     Stephen


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From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 04:20:01
Message: <web.4d6e0b8ad81bd80d6dd25f0b0@news.povray.org>
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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