 |
 |
|
 |
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Daily life in Gancaloon: At the Jackal (wip 5)
Date: 11 Dec 2011 04:42:35
Message: <4ee47b0b@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Some more progress again. Three different views.
Inside: the tabletops still need an adequate texture. And waiting for
customers :-)
Outside: the "pubsign" is an object found a long time ago on the web,
and textured using Sam's NestProx macro. Thanks Sam!
Viewed real close, the arched passage strongly needs a displacement map.
The image map is too artificial in this case.
Thomas
Post a reply to this message
Attachments:
Download 'at the jackal_10a.jpg' (426 KB)
Download 'at the jackal_10b.jpg' (503 KB)
Download 'at the jackal_10c.jpg' (383 KB)
Preview of image 'at the jackal_10a.jpg'

Preview of image 'at the jackal_10b.jpg'

Preview of image 'at the jackal_10c.jpg'

|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5)
Date: 11 Dec 2011 10:12:57
Message: <4ee4c879@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 11-12-2011 10:42, Thomas de Groot wrote:
> Viewed real close, the arched passage strongly needs a displacement map.
> The image map is too artificial in this case.
A displacement map has been applied here, using the displacement feature
in Poseray.
Thomas
Post a reply to this message
Attachments:
Download 'at the jackal_10c.jpg' (375 KB)
Preview of image 'at the jackal_10c.jpg'

|
 |
|  |
|  |
|
 |
From: Christian Froeschlin
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5)
Date: 11 Dec 2011 16:07:01
Message: <4ee51b75$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Thomas de Groot wrote:
> Viewed real close, the arched passage strongly needs a displacement map.
> The image map is too artificial in this case.
although it looks to me like the main problem here is lack of
image map resolution for the closeup view.
Also, have you tried using a bump_map? Or more caring inhabitants
that actually repair their walls now and then? ;)
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Ive
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5)
Date: 11 Dec 2011 17:05:32
Message: <4ee5292c@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Am 11.12.2011 10:42, schrieb Thomas de Groot:
> Some more progress again. Three different views.
>
Beautiful scenes and delicious choice of colors. I really love it and
especially your attempt to create a whole little world and not just one
shot.
Thats it for the compliments and now the usual nitpicking:
Others have already mentioned it and I too find the moire pattern that
is produced by the floor tiles within the 'Jackal' most distracting.
Slightly blurring the image map or in case this are Jaime's tiles
modifying the color map to have a small transition between different
colors might help. In my experience even insane AA or FB setting do
sometimes not produce the desired smoothness so if anything else fails
rendering the image with higher resolution and moderate AA/FB and
finally down-sampling it should always do it without much of a speed
penalty.
Also polished stones or ceramic tiles are actually quite reflective when
viewed at shallow angles and therefor need fresnel falloff for the
reflection with a quite high IOR (1.5 and above). It is hard to predict
in this case but as the moire gets also stronger with shallow angels it
might also help with this unwanted patterns.
The next thing that bothers me is the texture of the stone arch in the
background. And I'm *not* talking about the 3rd picture where we are
standing below that arch and this issue is even more dominant.
The texture seems to be an image map that already has highlights and
shadows. And these do not match the real lighting condition. Actually
very close but it does not *really* fit.
To me this cries out loud CGI and I always find it distracting when
someone starts yelling at me.
Editing the used image with some clever filtering usually does the trick.
-Ive
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5)
Date: 12 Dec 2011 03:00:42
Message: <4ee5b4aa@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 11-12-2011 23:04, Ive wrote:
> Beautiful scenes and delicious choice of colors. I really love it and
> especially your attempt to create a whole little world and not just one
> shot.
Thanks Ive.
>
> Thats it for the compliments and now the usual nitpicking:
OK, I was expecting that, and glad to get a few punches ;-)
[jumps into karate mode]
>
> Others have already mentioned it and I too find the moire pattern that
> is produced by the floor tiles within the 'Jackal' most distracting.
> Slightly blurring the image map or in case this are Jaime's tiles
> modifying the color map to have a small transition between different
> colors might help. In my experience even insane AA or FB setting do
> sometimes not produce the desired smoothness so if anything else fails
> rendering the image with higher resolution and moderate AA/FB and
> finally down-sampling it should always do it without much of a speed
> penalty.
Yes, this has been a concern to me too, to the point where I am thinking
about a different decoration. I have first to investigate your
suggestions though.
> Also polished stones or ceramic tiles are actually quite reflective when
> viewed at shallow angles and therefor need fresnel falloff for the
> reflection with a quite high IOR (1.5 and above). It is hard to predict
> in this case but as the moire gets also stronger with shallow angels it
> might also help with this unwanted patterns.
These tiles already have fresnel and ior 1.5, so...
>
> The next thing that bothers me is the texture of the stone arch in the
> background. And I'm *not* talking about the 3rd picture where we are
> standing below that arch and this issue is even more dominant.
> The texture seems to be an image map that already has highlights and
> shadows. And these do not match the real lighting condition. Actually
> very close but it does not *really* fit.
> To me this cries out loud CGI and I always find it distracting when
> someone starts yelling at me.
> Editing the used image with some clever filtering usually does the trick.
Yeah... I know, I know. Has been mostly laziness up till now, but that
image map sucks because of those shadows. I have not been really happy
with that from the start but kept it for later worries. A lame excuse, I
know, but there you have it. I definitely need to overhaul the whole
concept there. Thanks for the kick in the arse ;-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5)
Date: 12 Dec 2011 03:03:45
Message: <4ee5b561$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 11-12-2011 22:09, Christian Froeschlin wrote:
> although it looks to me like the main problem here is lack of
> image map resolution for the closeup view.
>
> Also, have you tried using a bump_map? Or more caring inhabitants
> that actually repair their walls now and then? ;)
No use to ask the inhabitants. They just don't care I am told.
The problem needs a bit of serious work and Ive's comments complete
yours. No possibility any more to evade my responsibilities... ;-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 12 Dec 2011 08:11:11
Message: <4ee5fd6f@news.povray.org>
|
|
 |
|  |
|  |
|
 |
I believe I have improved a number of things.
1) I subdued the tile colours and the moiré effect is mostly gone now.
2) I processed the stone image map in the Gimp, and added a second layer
in POV.
ToDo: a better street surface.
Thomas
Post a reply to this message
Attachments:
Download 'at the jackal_10a.jpg' (410 KB)
Preview of image 'at the jackal_10a.jpg'

|
 |
|  |
|  |
|
 |
From: Ive
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 12 Dec 2011 16:45:01
Message: <4ee675dd@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Am 12.12.2011 14:11, schrieb Thomas de Groot:
> I believe I have improved a number of things.
>
> 1) I subdued the tile colours and the moiré effect is mostly gone now.
Especially given that this render uses poor AA.
And for the reflection, hmm, I might be mistaken, but I would expect it
to look different, especially where I think the sky or one of the
opposite white walls from the houses are reflected. My starting point
for ceramic floor tiles would be something like reflection {0 0.8
fresnel on metallic 0.1} (ideally it would be {0 1 fresnel on ... the
0.8 is only to assume a layer of dust/dirt).
> 2) I processed the stone image map in the Gimp, and added a second layer
> in POV.
The stone texture itself does now fit nicely, but I liked it better
without the plaster as this broken plaster element is already widely
used within the scene.
> ToDo: a better street surface.
;)
-Ive
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 13 Dec 2011 03:12:41
Message: <4ee708f9@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 12-12-2011 22:43, Ive wrote:
> Am 12.12.2011 14:11, schrieb Thomas de Groot:
>> 1) I subdued the tile colours and the moiré effect is mostly gone now.
>
> Especially given that this render uses poor AA.
Why? Not that poor, though.
>
> And for the reflection, hmm, I might be mistaken, but I would expect it
> to look different, especially where I think the sky or one of the
> opposite white walls from the houses are reflected. My starting point
> for ceramic floor tiles would be something like reflection {0 0.8
> fresnel on metallic 0.1} (ideally it would be {0 1 fresnel on ... the
> 0.8 is only to assume a layer of dust/dirt).
0.8?! I use 0.05 as otherwise the tiles are much too reflective for my
taste. 0.8 gives the tiles a mirror aspect which I certainly do not
want. See image with 0.8 instead of 0.05.
I might increase that value a bit though.... ;-)
> The stone texture itself does now fit nicely, but I liked it better
> without the plaster as this broken plaster element is already widely
> used within the scene.
I agree. See image.
Thomas
Post a reply to this message
Attachments:
Download 'at the jackal.jpg' (418 KB)
Preview of image 'at the jackal.jpg'

|
 |
|  |
|  |
|
 |
From: Ive
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 13 Dec 2011 06:42:45
Message: <4ee73a35@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Am 13.12.2011 09:12, schrieb Thomas de Groot:
>> Especially given that this render uses poor AA.
>
> Why? Not that poor, though.
>
The staircases? See attachment. Even more prominent at the sunlight
shadows from the facade beams.
>>
>> And for the reflection, hmm, I might be mistaken, but I would expect it
>> to look different, especially where I think the sky or one of the
>> opposite white walls from the houses are reflected. My starting point
>> for ceramic floor tiles would be something like reflection {0 0.8
>> fresnel on metallic 0.1} (ideally it would be {0 1 fresnel on ... the
>> 0.8 is only to assume a layer of dust/dirt).
>
> 0.8?! I use 0.05 as otherwise the tiles are much too reflective for my
> taste. 0.8 gives the tiles a mirror aspect which I certainly do not
> want. See image with 0.8 instead of 0.05.
> I might increase that value a bit though.... ;-)
>
Well, I said "starting point" and not that I would leave it this way ;)
I just checked it out in our kitchen and the tiles *are* becoming a
perfect mirror (slightly blurred though) and their own colors and
ornamentation gets completely lost.
So the high reflection does not look *that* wrong to me. Major problem
is that it makes it obvious that the floor is a perfect plane missing
the expected irregularity in tile alignment and the missing joints/gaps.
Anyway it is just about finding the right balance between real-world
physics and faking it as usual within ray-tracing. Even with so called
unbiased render engines this keeps true (or maybe even more, because
flaws become also more obvious) as I'm currently playing around with the
trial version of the Maxwell renderer.
-Ive
Post a reply to this message
Attachments:
Download 'at the jackal_10a_detail.png' (19 KB)
Preview of image 'at the jackal_10a_detail.png'

|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 13 Dec 2011 07:08:23
Message: <4ee74037$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 13-12-2011 12:41, Ive wrote:
> Am 13.12.2011 09:12, schrieb Thomas de Groot:
>
>>> Especially given that this render uses poor AA.
>>
>> Why? Not that poor, though.
>>
>
> The staircases? See attachment. Even more prominent at the sunlight
> shadows from the facade beams.
Sorry, my fault. I was thinking of something else, don't ask me why.
This is of course very average indeed.
>> 0.8?! I use 0.05 as otherwise the tiles are much too reflective for my
>> taste. 0.8 gives the tiles a mirror aspect which I certainly do not
>> want. See image with 0.8 instead of 0.05.
>> I might increase that value a bit though.... ;-)
>>
>
> Well, I said "starting point" and not that I would leave it this way ;)
>
> I just checked it out in our kitchen and the tiles *are* becoming a
> perfect mirror (slightly blurred though) and their own colors and
> ornamentation gets completely lost.
My tiles here are different ones. They are floor tiles with a mostly
matte surface. They could even be rendered with only specular, but I
prefer a bit of reflection.
>
> So the high reflection does not look *that* wrong to me. Major problem
> is that it makes it obvious that the floor is a perfect plane missing
> the expected irregularity in tile alignment and the missing joints/gaps.
Interestingly, the floor *is* composed of separate tiles with bevelled
edges :-) There is however hardly a gap and the tiles are well-aligned.
>
> Anyway it is just about finding the right balance between real-world
> physics and faking it as usual within ray-tracing. Even with so called
> unbiased render engines this keeps true (or maybe even more, because
> flaws become also more obvious) as I'm currently playing around with the
> trial version of the Maxwell renderer.
Indeed.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 14 Dec 2011 10:38:37
Message: <4ee8c2fd@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 12-12-2011 22:43, Ive wrote:
> Am 12.12.2011 14:11, schrieb Thomas de Groot:
>> ToDo: a better street surface.
>
> ;)
>
> -Ive
>
Phewww...! I have cobbled about 6000 stones today and am feeling tired
;-) but the street looks better. I had no time to sweep the dirt.
Thomas
Post a reply to this message
Attachments:
Download 'at the jackal_11a.jpg' (420 KB)
Preview of image 'at the jackal_11a.jpg'

|
 |
|  |
|  |
|
 |
From: Paolo Gibellini
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 15 Dec 2011 04:33:31
Message: <4ee9beeb$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
>Thomas de Groot on date 14/12/2011 16:38 wrote:
> On 12-12-2011 22:43, Ive wrote:
>> Am 12.12.2011 14:11, schrieb Thomas de Groot:
>>> ToDo: a better street surface.
>>
>> ;)
>>
>> -Ive
>>
>
> Phewww...! I have cobbled about 6000 stones today and am feeling tired
> ;-) but the street looks better. I had no time to sweep the dirt.
>
> Thomas
>
...and I'm still waitin' for that coffee!
;-)
Paolo
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 15 Dec 2011 04:46:07
Message: <4ee9c1df$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 15-12-2011 10:33, Paolo Gibellini wrote:
> ...and I'm still waitin' for that coffee!
> ;-)
Puff...puff...puff...
it's coming, sir! Percolator broke down, sir! And we seem to be out of
coffee at the moment, sir! Can I bring you some hot water instead?
Note: I just opened a door in the back, to backyard and kitchen, so we
may be soon in business :-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Ive
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 19 Dec 2011 17:11:55
Message: <4eefb6ab@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Am 14.12.2011 16:38, schrieb Thomas de Groot:
> Phewww...! I have cobbled about 6000 stones today and am feeling tired
> ;-) but the street looks better. I had no time to sweep the dirt.
>
I hope you have recovered from that heavy labour :)
But the better this little world gets the more minor issues become real
problems. I'm not trying to lecture I'm more thinking loud and do target
also myself!
As I have mentioned multiple times I do not think that this "Uncanny
Valley" within CGI exists. I've searched for studies on this subject and
didn't find any so it lacks evidence and was obviously just lend from a
completely different field - robotics. Within CGI it is just used as a
buzzword and actually says nothing. At least it does not say anything
helpful or constructive when it is meant to criticize CGI work.
In my observation the problem when getting closer to photorealism has
nothing to do with a "valley" but with being *consistent* close to (or
far away from) photorealism.
And to me (sorry for bringing it up again) the floor still looks wrong.
Or better: it looks not right compared to the state of realism the other
textures the modeling and the lighting does represent. I think it is
mostly this kind of inconsistence that becomes more and more a problem
the closer the overall image gets to realism.
In case of this reflecting floor, something that does produce such
*sharp* reflections will (viewed at shallow angels) also produce strong
reflections. If (as you say) the surface is meant to be matte it will
never produce sharp reflections but blurry ones.
In your case you might get away without using reflection for the floor
at all (making it realistic look blurry will dramatical increase render
time) and use the saved render time for more HQ radiosity. This would
also make the beams inside look less "floating".
And in case the floor gets right other currently minor things are
starting to stand out, this is the course of getting too close to
perfection ;)
-Ive
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 5 corrected)
Date: 20 Dec 2011 03:44:23
Message: <4ef04ae7$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Thanks Ive, I really appreciate your comments.
Personally, I am not too concerned about these issues and, to be frank,
I do not see the floor as a problem at all :-) This image is an
illustration, nothing more, and I do not pretend nor want to reach,
photorealism or anything else, certainly not perfection. That last would
seriously hamper my creativity and productivity. While I agree that
there needs to be some consistency within the image (like the blatant
image maps for arch and street of which I had been aware but pushed away
for later) I sincerely believe that other and more subtle types of
discrepancies like the tiled floor fall within the "artist's liberty" of
interpretation ;-) and the more so as they will all but disappear with
the introduction of the figures inside (which will generate other types
of problems unfortunately.
I often look at those illustrations accompanying the books of Jules
Verne. There are numerous inconsistencies to be traced, but who cares?
They fall within the limits (or my limits at least) and can be enjoyed
fully nevertheless.
Still, your comments are important to determine where I draw those limits.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 7)
Date: 20 Dec 2011 04:42:52
Message: <4ef0589c@news.povray.org>
|
|
 |
|  |
|  |
|
 |
With the first customers...
Thomas
Post a reply to this message
Attachments:
Download 'at the jackal_12a.jpg' (421 KB)
Preview of image 'at the jackal_12a.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> With the first customers...
I like this latest one, it's starting to feel like a real, bustling environment!
Good posing on the customers in the foreground.
I can't help feeling, though, that maybe the interior should be a little better
lit. Perhaps a light chimney, or some form of light source (like a lamp, or
fire) off-camera... or maybe just cranking up the exterior brightness a little.
Watching with interest, wishing I had the time to devote to a project like this!
:)
Bill
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 7)
Date: 20 Dec 2011 07:11:08
Message: <4ef07b5c$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 20-12-2011 11:23, Bill Pragnell wrote:
> I like this latest one, it's starting to feel like a real, bustling environment!
> Good posing on the customers in the foreground.
>
> I can't help feeling, though, that maybe the interior should be a little better
> lit. Perhaps a light chimney, or some form of light source (like a lamp, or
> fire) off-camera... or maybe just cranking up the exterior brightness a little.
>
> Watching with interest, wishing I had the time to devote to a project like this!
> :)
>
Thank you indeed, Bill. I agree with you about the light so, in the
present image a fire is indeed simulated behind the camera with two
coloured area lights, in the kitchen area. I can increase its luminosity
of course by increasing the fade distance. The sun light is already
quite brilliant: Blackbody(6500)*10 using CIE.inc. I try to keep as
natural an ambience as possible without using artificial fill in lights
and such.
About time: retirement age has also its advantages ;-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> I agree with you about the light so, in the
> present image a fire is indeed simulated behind the camera with two
> coloured area lights, in the kitchen area. I can increase its luminosity
> of course by increasing the fade distance. The sun light is already
> quite brilliant: Blackbody(6500)*10 using CIE.inc. I try to keep as
> natural an ambience as possible without using artificial fill in lights
> and such.
Yes, I don't like fill lights either; better to brighten the radiosity or add a
more plausible light source into the scene.
> About time: retirement age has also its advantages ;-)
Aha! I have a while to wait for that. :)
Bill
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 7)
Date: 20 Dec 2011 10:15:20
Message: <4ef0a688$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 20-12-2011 14:28, Bill Pragnell wrote:
> Yes, I don't like fill lights either; better to brighten the radiosity or add a
> more plausible light source into the scene.
Yes indeed. There are still a few options I want to investigate.
>
>> About time: retirement age has also its advantages ;-)
>
> Aha! I have a while to wait for that. :)
In fact, that is good too. The period before the transition is the most
difficult is my experience. People around you are going faster and/or
you are going slower ;-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Am 20.12.2011 13:11, schrieb Thomas de Groot:
> Thank you indeed, Bill. I agree with you about the light so, in the
> present image a fire is indeed simulated behind the camera with two
> coloured area lights, in the kitchen area. I can increase its luminosity
> of course by increasing the fade distance.
Hint: For realism, fiddling wit the fade distance is discouraged - keep
it set to approximately the light source size. To increase luminosity,
simply tweak the brightness instead.
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: clipka
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 7)
Date: 20 Dec 2011 23:02:56
Message: <4ef15a70@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Am 20.12.2011 11:23, schrieb Bill Pragnell:
> Thomas de Groot<tenDOTlnDOTretniATtoorgedDOTt> wrote:
>> With the first customers...
>
> I like this latest one, it's starting to feel like a real, bustling environment!
> Good posing on the customers in the foreground.
Absolutely. Good job, Tom! The beard works good in this shot, too.
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 7)
Date: 21 Dec 2011 03:54:35
Message: <4ef19ecb$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 21-12-2011 5:01, clipka wrote:
>
> Hint: For realism, fiddling wit the fade distance is discouraged - keep
> it set to approximately the light source size. To increase luminosity,
> simply tweak the brightness instead.
Yes. As soon as I wrote that, I realized this. I have to be careful
about the fade distance because I have misused it in the past ;-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Thomas de Groot
Subject: Re: Daily life in Gancaloon: At the Jackal (wip 7)
Date: 21 Dec 2011 03:58:22
Message: <4ef19fae@news.povray.org>
|
|
 |
|  |
|  |
|
 |
On 21-12-2011 5:02, clipka wrote:
>
> Absolutely. Good job, Tom! The beard works good in this shot, too.
Thanks, Christoph, and yes the beard looks rather well in this subdued
lighting. I think the main problem in daylight resides in a correct and
life-like texture. That still needs a lot of experimentation.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |