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From: Thomas de Groot
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 07:49:36
Message: <4e85acd0@news.povray.org>
This is how I want it.

2-pass render with a scattering media, but without area light in the 
second pass. Still +3hours render time with 6 threads. With an area 
light I judge from testing that render time would be multiplied by 10.

Thomas


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From: Stephen
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 08:27:48
Message: <4e85b5c4$1@news.povray.org>
On 30/09/2011 12:48 PM, Thomas de Groot wrote:
> This is how I want it.
>
> 2-pass render with a scattering media, but without area light in the
> second pass. Still +3hours render time with 6 threads. With an area
> light I judge from testing that render time would be multiplied by 10.
>

That's good and I like the green top. The shape gives an impression of 
movement.

One thing though. I looked at the image in PSP then changed the gamma 
(As I do). When I dropped the gamma to 0.2 most of the image darkened to 
invisibility. Except for Yi or is it Er? The one holding the big 
toothpick. Is this something to do with the image map gamma? And Er's or 
is it Yi's sword.


-- 
Regards
     Stephen


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From: Stephen
Subject: Re: Life in Gancaloon (wip 2)
Date: 30 Sep 2011 08:29:34
Message: <4e85b62e$1@news.povray.org>
On 27/09/2011 7:53 AM, Thomas de Groot wrote:
> By the way, the latest Poseray solution for dynamic hair is quite
> satisfying (cylinders instead of sheets). I am working on a beard and
> hair for my Beggar and the main concern now is to get a satisfying
> texture. I shall show some results soon.

Please do. I can't seem to find any reasonable settings in either Poser 
or PoseRay except for cornrows.

-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 10:11:25
Message: <4e85ce0d$1@news.povray.org>
On 30-9-2011 14:27, Stephen wrote:
> On 30/09/2011 12:48 PM, Thomas de Groot wrote:
>> This is how I want it.
>>
>> 2-pass render with a scattering media, but without area light in the
>> second pass. Still +3hours render time with 6 threads. With an area
>> light I judge from testing that render time would be multiplied by 10.
>>
>
> That's good and I like the green top. The shape gives an impression of
> movement.

Yes. And just by adding wind to it :-)
>
> One thing though. I looked at the image in PSP then changed the gamma
> (As I do). When I dropped the gamma to 0.2 most of the image darkened to
> invisibility. Except for Yi or is it Er? The one holding the big
> toothpick. Is this something to do with the image map gamma? And Er's or
> is it Yi's sword.

Ling Yi is red; Ling Er is green. I should write their names as Lingyi 
and Linger as those are their first names. I have not yet decided about 
their family name ;-)

About gamma: I am not sure. If I reproduce your test, I see those parts 
of the scene that are in direct sunlight (Linger's skin and the corner 
stones wall mainly) that remain lighter longer.

Thomas


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From: Thomas de Groot
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 10:14:05
Message: <4e85cead@news.povray.org>
On 30-9-2011 16:11, Thomas de Groot wrote:
> About gamma: I am not sure. If I reproduce your test, I see those parts
> of the scene that are in direct sunlight (Linger's skin and the corner
> stones wall mainly) that remain lighter longer.

...and yes, Lingyi's scabbard. Which is just a pigment with some higher 
specular values.

Thomas


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From: Stephen
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 10:40:58
Message: <4e85d4fa$1@news.povray.org>
On 30/09/2011 3:13 PM, Thomas de Groot wrote:
> On 30-9-2011 16:11, Thomas de Groot wrote:
>> About gamma: I am not sure. If I reproduce your test, I see those parts
>> of the scene that are in direct sunlight (Linger's skin and the corner
>> stones wall mainly) that remain lighter longer.
>
> ....and yes, Lingyi's scabbard. Which is just a pigment with some higher
> specular values.
>

That's fine as that is what I see too.
Just thought I'd mention it.


-- 
Regards
     Stephen


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From: Darren New
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 12:25:03
Message: <4e85ed5f@news.povray.org>
On 9/30/2011 4:48, Thomas de Groot wrote:
> This is how I want it.

Sweet.  I do like how you've managed to capture the balance of the 
characters. Most such scenes come out looking very stilted.

-- 
Darren New, San Diego CA, USA (PST)
   How come I never get only one kudo?


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From: clipka
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 14:27:55
Message: <4e860a2b$1@news.povray.org>
Am 30.09.2011 16:11, schrieb Thomas de Groot:

> About gamma: I am not sure. If I reproduce your test, I see those parts
> of the scene that are in direct sunlight (Linger's skin and the corner
> stones wall mainly) that remain lighter longer.

... which, by the way, is perfectly normal.


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From: clipka
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 14:32:10
Message: <4e860b2a$1@news.povray.org>
Am 30.09.2011 13:48, schrieb Thomas de Groot:
> This is how I want it.

Looking better and better.

BTW, are you using Poser or Daz 3D models? And what shoes are the ladies 
wearing? I've been searching for such shoes for quite a while without 
success - virtually all 3D models out there are either high heels or 
sneakers.


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From: Alain
Subject: Re: Life in Gancaloon (wip 3)
Date: 30 Sep 2011 22:08:46
Message: <4e86762e@news.povray.org>

> This is how I want it.
>
> 2-pass render with a scattering media, but without area light in the
> second pass. Still +3hours render time with 6 threads. With an area
> light I judge from testing that render time would be multiplied by 10.
>
> Thomas

Coming along nicely.

As for the area light, adaptive is a must. Start with adaptive 0, and 
increase to adaptive 1 or 2 only if you have disturbing artefacts.
Looking at the actual scene, it's probable that adaptive 0 will be 
correct, with, maybe, some pixel sized glitches near the torch holder on 
the wall.

Most of the time, with adaptive 0, the time hit is barely larger than 4, 
even with high density arays like 17 * 17, 33 * 33 or 65 * 65.


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