![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thank you all for your kind word, much appreciated.
For some technical detail about the mirror see my response to Trevor and
the only other technical aspect worth noting might be that there is in
fact also the sunlight realistic reflected by the mirror and this did
help in pronouncing the nice bright outlines for the back-lit swan figures.
A copy of the sun (with a slightly lower light intensity) was rotated
below the horizon and projected_through the mirrors glass surface.
-Ive
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Ive <ive### [at] lilysoft org> wrote:
well, this is exactly what I did and it makes a huge difference compared
> to some simple reflective surface. It is a piece of glass (with fresnel
> reflection and all) and on its back side is a thin layer of silver.
> You'll notice it if you look e.g. at the reflection of the upper wings
> of the black swan.
>
> thank you very much for your comments
> -Ive
Cool, now that I have a closer look, I can see a slight double reflection.
Perhaps the scene contrast and perspective made it not so immediately obvious to
me at first look, maybe I should have looked harder...
Once again, very nice job though.
-tgq
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> Ive <ive### [at] lilysoft org> wrote:
>
> well, this is exactly what I did and it makes a huge difference compared
> > to some simple reflective surface. It is a piece of glass (with fresnel
> > reflection and all) and on its back side is a thin layer of silver.
> > You'll notice it if you look e.g. at the reflection of the upper wings
> > of the black swan.
> >
> > thank you very much for your comments
> > -Ive
>
> Cool, now that I have a closer look, I can see a slight double reflection.
> Perhaps the scene contrast and perspective made it not so immediately obvious to
> me at first look, maybe I should have looked harder...
>
> Once again, very nice job though.
>
> -tgq
Me too! First time around I didn't notice both the double reflection and the
extremely subtle and effective focal blur. It just looked like an extremely
well shot photo.
Hey, Ive, could you elaborate on the table texture? Any CSG or all meshes?
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Am 03.03.2011 19:57, schrieb nemesis:
> Hey, Ive, could you elaborate on the table texture? Any CSG or all meshes?
>
This pigment function is also used for the hight_field and also for
creating a reflection map.
In general I do never use phong or specular highlights because a) this
makes textures also work within radiosity-only (or MCPov) scenes and b)
phong and specular looks always a bit like "old school CG fake" to me -
mostly due the lack of fresnel falloff, I guess.
The mirror is CSG and is made (besides the mirror-glass) *completely*
out of tori-segments. Swan figures and Trees are meshes. The Table is a
height-field, the sky is a sphere the sun a disk and the world a plane.
-Ive
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Beautiful image! Impressive detail on the mirror frame, too.
nemesis wrote:
> extremely subtle and effective focal blur.
Is the blurred reflected background due to
blurred reflection or due to focal blur?
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Am 03.03.2011 16:32, schrieb Jaime Vives Piqueres:
>> Am 02.03.2011 20:59, schrieb Robert McGregor:
>>
>>> Beautiful work as always, Ive!
>>
>> I disagree: This /not/ just beautiful as always - it's even beyond
>> that :-)
>
> I think it's even a bit further ahead, if that is possible... ;)
>
... and no need to mention from whom I've learned a few tricks ;)
-Ive
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Am 04.03.2011 00:20, schrieb Christian Froeschlin:
> Is the blurred reflected background due to
> blurred reflection or due to focal blur?
the blurred tree reflection in the mirror surface is due focal blur and
the reflection on the marble top is this + the "roughness" introduced by
the high-resolution height_field used for it, err, I guess, as I have
actually not really thought about it, it just did look right to me the
way it happened ;)
-Ive
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Ive <ive### [at] lilysoft org> wrote:
> Am 03.03.2011 19:57, schrieb nemesis:
> > Hey, Ive, could you elaborate on the table texture? Any CSG or all meshes?
> >
>
> This pigment function is also used for the hight_field and also for
> creating a reflection map.
> In general I do never use phong or specular highlights because a) this
> makes textures also work within radiosity-only (or MCPov) scenes and b)
> phong and specular looks always a bit like "old school CG fake" to me -
> mostly due the lack of fresnel falloff, I guess.
>
> The mirror is CSG and is made (besides the mirror-glass) *completely*
> out of tori-segments. Swan figures and Trees are meshes. The Table is a
> height-field, the sky is a sphere the sun a disk and the world a plane.
ta da! Completely accomplished artist, both in the stunning artwork and the
skillful craft behind it! You are another renaissance man! :D
man, that's really awesome: I expected the mirror would be a mesh too and
thought the background tree to be merely a background HDR image! O_o
I believe this deserves a HOF...
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> ta da! Completely accomplished artist, both in the stunning artwork and the
> skillful craft behind it! You are another renaissance man! :D
>
> man, that's really awesome: I expected the mirror would be a mesh too and
> thought the background tree to be merely a background HDR image! O_o
>
> I believe this deserves a HOF...
>
Exactly the same feeling here... the revelation about the background
left me really astonished. My brain automatically assumed such a perfect
and beautiful lighting could only come from an HDR image.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> the reflection on the marble top is this + the "roughness" introduced
> by the high-resolution height_field used for it, err, I guess, as I
> have actually not really thought about it, it just did look right to
> me the way it happened ;)
That was to be expected... sub-pixel detail can do wonders on that
regard if the focal blur has enough samples.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |