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Am 09.01.2014 14:18, schrieb Thomas de Groot:
> Far from me the desire to reach the perfection of Master Lipka, so as a
> good disciple I humbly show here my unworthy filth to be judged, kindly
> but justly I hope. :-)
"Master Lipka"? Oh my gosh, what have you imbibed? ;-)
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On 9-1-2014 16:28, clipka wrote:
> Am 09.01.2014 14:18, schrieb Thomas de Groot:
>> Far from me the desire to reach the perfection of Master Lipka, so as a
>> good disciple I humbly show here my unworthy filth to be judged, kindly
>> but justly I hope. :-)
>
> "Master Lipka"? Oh my gosh, what have you imbibed? ;-)
>
I am sorry Master! I of course meant High Master!
[abases himself in the mud]
Thomas
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clipka <ano### [at] anonymous org> wrote:
>
> Certainly.
>
> #declare brown_shapes_tex =
> texture {pigment {color srgbf <0.3959,0.1713,0.1713,1.0>}
> finish{brown_shapes_finish}}
But, this glass. It not glossy!
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Thomas de Groot <tho### [at] degroot org> wrote:
> Yes indeed. I cannot work as fast as Christoph, especially caustics are
> unfamiliar to me, but I shall try my best. You are free to use the
> images of course.
>
> Thomas
Thanks!
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Am 09.01.2014 18:56, schrieb LanuHum:
> clipka <ano### [at] anonymous org> wrote:
>>
>> Certainly.
>>
>> #declare brown_shapes_tex =
>> texture {pigment {color srgbf <0.3959,0.1713,0.1713,1.0>}
>> finish{brown_shapes_finish}}
>
> But, this glass. It not glossy!
The glossyness depends on the finish, in this case brown_shapes_finish.
I'm not sure what you're trying to say. Are you saying that the glass is
too glossy, or that the glass isn't glossy enough?
Note that I didn't attempt to reproduce the Lux render; the render
results are so different between all the various renderers anyway that I
didn't bother.
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clipka <ano### [at] anonymous org> wrote:
>
> The glossyness depends on the finish, in this case brown_shapes_finish.
>
> I'm not sure what you're trying to say. Are you saying that the glass is
> too glossy, or that the glass isn't glossy enough?
>
>
> Note that I didn't attempt to reproduce the Lux render; the render
> results are so different between all the various renderers anyway that I
> didn't bother.
I don't speak about Luxrender
I say that I saw your vase glossy, but opaque as dark porcelain
I adjusted the vase with the rgb parameter, not rgbf
Other result turned out absolutely, and, I didn't find the reason
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Hi(gh)!
On 09.01.2014 14:18, Thomas de Groot wrote:
> Far from me the desire to reach the perfection of Master Lipka, so as a
> good disciple I humbly show here my unworthy filth to be judged, kindly
> but justly I hope. :-)
>
> I am far from done, so no caustics or other more serious material
> details, neither is the water or the glass sculpture visited here.
>
> I changed the light source to a CIE.inc blackbody of 6200 kelvin and
> doubled the luminosity; I added micro-normals to plaster and tiles. Not
> yet UberPOV but that should come soon too.
>
> Thomas
Still, to me the overall light levels of the shadowed parts seems
somewhat too low (but this might be a question of my system's gamma -
currently 2.0)... and there are still some bright artifact dots along
the upper edges of the walls. What radiosity settings did you use?
See you in Khyberspace!
Yadgar
Now playing: Gustav Mahler: Symphony No. 2, 5th movement, live at
Masada, conductor: Zubin Mehta
No
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> Still, to me the overall light levels of the shadowed parts seems
> somewhat too low (but this might be a question of my system's gamma -
> currently 2.0)... and there are still some bright artifact dots along
> the upper edges of the walls. What radiosity settings did you use?
>
I agree about the light levels but I don't know how to compensate that
other than by an additional light (I don't like) or by a stronger light
maybe (I shall try). However, I personally like this and my impression
is that this is a /natural/ situation. Comments welcome.
The bright dots are still a problem indeed. They are also present in
Christoph's image. I wonder if this is not light leaking along mesh
edges.... Comments welcome.
presently, radiosity settings are:
radiosity {
pretrace_start 0.08
pretrace_end 0.004
count 500, 1000
nearest_count 10, 5
error_bound 1
recursion_limit 4
low_error_factor 0.3
gray_threshold 0.0
minimum_reuse 0.015
maximum_reuse 0.1
brightness 1
adc_bailout 1/100000
normal on
media off
always_sample off
//max_sample 1.0
}
Thomas
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Am 10.01.2014 09:21, schrieb Thomas de Groot:
> I agree about the light levels but I don't know how to compensate that
> other than by an additional light (I don't like) or by a stronger light
> maybe (I shall try). However, I personally like this and my impression
> is that this is a /natural/ situation. Comments welcome.
>
I think the shadowed parts do look perfectly right.
> The bright dots are still a problem indeed. They are also present in
> Christoph's image. I wonder if this is not light leaking along mesh
> edges....
>
It is light leaking and it gets even worse when using higher quality
(i.e. lower error_bound) settings. I guess the only solution is to
remodel the room and give the walls and the ceiling some real thickness,
thats what I did. As with CSG where it is a good idea to let walls and
ceiling overlap.
> presently, radiosity settings are:
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.004
> count 500, 1000
> nearest_count 10, 5
> error_bound 1
> recursion_limit 4
> low_error_factor 0.3
> gray_threshold 0.0
> minimum_reuse 0.015
> maximum_reuse 0.1
> brightness 1
> adc_bailout 1/100000
> normal on
> media off
> always_sample off
> //max_sample 1.0
> }
>
When you add no_radiosity to all window/door glasses you'll get away
with 2 recursions and faster render speed - without any visual impact.
And I'm not sure about this low adc_bailout within the radiosity block,
if such low value is needed shouldn't it go into the global settings
block itself - to keep the photons visible?
Maybe Christoph can shed some light on this.
-Ive
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Just for a quick test I switched off the normals here. I doubled again
the luminosity and now the shadowy parts come out better.
I wonder if the leaking along the edges cannot be remedied by better
meshes. The present ones are of very low resolution (a pillar face is
just two triangles for instance). That might give problems. I am going
to have the walls through Silo and process them a bit.
Thomas
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