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Chrome die on a checkered plane, with varying surface roughness.
Renders were done using POV-Ray 3.7 with a blurred reflection patch;
highlights are specular highlights carefully tuned in both intensity and
roughness to match the reflection.
Roughly 2 minutes of parsing time for the die mesh, plus 20 minutes
rendering time. Not to forget the one-time 8 minutes or so to generate
the mesh from an isosurface.
Before you get over-excited: No, I do /not/ intend to push this patch
into POV-Ray 3.7 proper. Instead, I plan to expand it into a full-blown
stochastical rendering patch, akin to MC-Pov.
There - that's it, now you know. The die is cast. Alea iacta est.
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On 22-11-2011 22:34, clipka wrote:
> Before you get over-excited: No, I do /not/ intend to push this patch
> into POV-Ray 3.7 proper. Instead, I plan to expand it into a full-blown
> stochastical rendering patch, akin to MC-Pov.
>
> There - that's it, now you know. The die is cast. Alea iacta est.
I must say that this is the best isosurface to mesh patch I have seen
until now, and fast too. Congrats with that Christoph!
I can live with a full-blown rendering patch, but any reason you can
give us why not in 3.7?
Thomas
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Am 23.11.2011 09:43, schrieb Thomas de Groot:
> I must say that this is the best isosurface to mesh patch I have seen
> until now, and fast too. Congrats with that Christoph!
Um... I think we have a misunderstanding here: The patch I wrote does
the blurred reflections (and auto-adjustment of specular highlight
parameters to match the reflections). The isosurface to mesh conversion
was done with some classic SDL-based isosurface-to-mesh converter by...
let me see... there: Kevin Loney, Jaap Frank & Tor Olav Kristensen
(Kudos to them).
> I can live with a full-blown rendering patch, but any reason you can
> give us why not in 3.7?
As for the blurred reflections, they need serious oversampling, and may
lead to bright speckles otherwise; Therefore some mechanisms need to be
implemented for the feature to work stand-alone (currently I have to use
focal blur to achieve the oversampling) which will make it a piece of
cake to also add a stochastic implementation for what's currently done
by radiosity.
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On 23-11-2011 14:39, clipka wrote:
> Um... I think we have a misunderstanding here: The patch I wrote does
> the blurred reflections (and auto-adjustment of specular highlight
> parameters to match the reflections). The isosurface to mesh conversion
> was done with some classic SDL-based isosurface-to-mesh converter by...
> let me see... there: Kevin Loney, Jaap Frank & Tor Olav Kristensen
> (Kudos to them).
Right! I thought it was a new one. I know the one you mention here
although I have not used it for many geological eras.
> As for the blurred reflections, they need serious oversampling, and may
> lead to bright speckles otherwise; Therefore some mechanisms need to be
> implemented for the feature to work stand-alone (currently I have to use
> focal blur to achieve the oversampling) which will make it a piece of
> cake to also add a stochastic implementation for what's currently done
> by radiosity.
I see.
Thomas
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On 11/22/2011 11:34 PM, clipka wrote:
> Renders were done using POV-Ray 3.7 with a blurred reflection patch;
> highlights are specular highlights carefully tuned in both intensity and
> roughness to match the reflection.
Is this different from the averaged textures trick?
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