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On 8-1-2014 16:26, clipka wrote:
> Am 08.01.2014 16:19, schrieb Thomas de Groot:
>> On 8-1-2014 15:38, clipka wrote:
>>> Am 08.01.2014 15:25, schrieb clipka:
>>>
>>>> Obviously there's something wrong with the water, the door has too much
>>>> reflection, and the aspect ratio doesn't match, so I'll need a bit more
>>>> work.
>>>
>>> The door, too, has the textures wrong; probably the same for the folding
>>> chairs, but I haven't yet figured out the proper assignment of materials
>>> for those.
>>>
>> Same as for the windows: textures have been switched, making the door
>> panels chrome and the handles/pivots glass ;-)
>
> Actually that was the problem with the mirror, too.
>
Well, I am not sure about that one (although that is a solution). I
loaded the mirror into Poseray and had the impression that the geometry
was mirrored, but I might be wrong there.
Thomas
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Last test for today.
I brought all the reflections down to similar levels (have to be tweaked
later on of course) and switched the textures in a number of objects.
More tomorrow.
Thomas
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Attachments:
Download 'test.png' (263 KB)
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Correct mirror.
There are no caustics reflection and refraction.
Photons and radiosity are compatible?
How to improve contrast?
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It is a little caustics:
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Am 08.01.2014 17:00, schrieb LanuHum:
> There are no caustics reflection and refraction.
Use photons.
> Photons and radiosity are compatible?
Yes.
Make sure though that all the windows are using "photons{pass_through}",
and that all surfaces you want to generate caustics are using
"photons{target on reflection on refraction on}".
In the global settings photons block, you'll also need to set
adc_bailout to a very low value. I'm currently using 1/100000 (1e-5).
> How to improve contrast?
The original colors were probably intended to be in sRGB space, so try
replacing all "rgb" with "srgb" (and also all "rgbf" with "srgbf",
"rgbt" with "srgbt", and "rgbft" with "srgbft").
This will reduce the brightness of many materials, thereby reducing the
effect of radiosity. As a consequence, areas in shadow will experience
not only an absolute reduction in brightness, but more importantly also
a reduction in brightness relative to areas in bright light. (As areas
in bright light will also get a bit darker, you may want to increase the
light source's brightness to compensate.)
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Am 08.01.2014 20:08, schrieb LanuHum:
> It is a little caustics:
Looks to me like you added another light source. Don't - unless you
really know what you're doing, every bit of cheating makes the result
look less realistic.
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clipka <ano### [at] anonymousorg> wrote:
>
> In the global settings photons block, you'll also need to set
> adc_bailout to a very low value. I'm currently using 1/100000 (1e-5).
>
>
Thanks!
>
> "srgb"
>
How to write down?
example:
pigment{ color srgb < 0.5, 1, 0.3, 0.7>}?
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clipka <ano### [at] anonymousorg> wrote:
> Am 08.01.2014 20:08, schrieb LanuHum:
> > It is a little caustics:
>
> Looks to me like you added another light source. Don't - unless you
> really know what you're doing, every bit of cheating makes the result
> look less realistic.
Yes, I added. :(
But, It is a lot of big windows, unless it shouldn't be lighter in the room?
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Am 08.01.2014 20:58, schrieb LanuHum:
>> "srgb"
>>
>
> How to write down?
> example:
> pigment{ color srgb < 0.5, 1, 0.3, 0.7>}?
Exactly.
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Am 08.01.2014 15:25, schrieb clipka:
> Here's my first result after getting the worst stuff sorted out (using
> UberPOV of course).
Further down the line, UberPOV gives me this.
Which reminds me that I still have to make blurred reflections work
properly with photons.
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Attachments:
Download 'test_uber.png' (477 KB)
Preview of image 'test_uber.png'
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