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"StephenS" <stephen@nospam> wrote:
....
> First attempt.
> I am replacing some of the objects with ones more suitable for Pov.
> Sphere{}.
> Isosurface for water.
> Copies for Mesh2{}: chair, floor tiles.
>
> Todo: CSG door, shelf, and pool.
....
Door and pool have now been replaced.
Second try.
Comments welcome:
Stephen S
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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - my final render
Date: 14 Jan 2014 07:12:38
Message: <52d529b6@news.povray.org>
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I can continue tweaking parameters, but I think this is about the best I
can produce. So here is my final image.
Render time: 1h 8', using 6 threads and +a0.01, version 3.7.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> I find it interesting how each individual interprets the scene
> differently. Good work indeed.
>
> One comment I could make perhaps is that the sky seems to be all around
> the building with no ground plane present. I think this influences the
> lighting of the interior.
Yes, I didn't really think about that, my building is just floating in space;
I'll add a ground plane/fog and see how that works out.
I'm not sure why this scene is so compelling - I can't stop playing with it...
here's a detail render of the caustics in and around the tub.
Now, maybe a better texture and some SSLT on that tub....
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On 14-1-2014 15:05, Robert McGregor wrote:
> I'm not sure why this scene is so compelling - I can't stop playing with it...
> here's a detail render of the caustics in and around the tub.
True. There are a lot of possibilities with this scene. It is an
excellent test ground for different things: aa, photons, sslt indeed,
glass and metal, (blurred) reflections...
I stop now to do other interesting things but I may come back later at
least as a training ground.
Thomas
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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - my final render
Date: 14 Jan 2014 10:38:49
Message: <52d55a09$1@news.povray.org>
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On 14-1-2014 13:12, Thomas de Groot wrote:
> I can continue tweaking parameters, but I think this is about the best I
> can produce. So here is my final image.
Never say never however ;-)
I shall make a second /final/ render tomorrow with better visible caustics.
Thomas
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From: Paolo Gibellini
Subject: Re: LanuHum Global Test image - my final render
Date: 14 Jan 2014 10:57:44
Message: <52d55e78$1@news.povray.org>
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>Thomas de Groot on date 14/01/2014 16.38 wrote:
> I shall make a second /final/ render tomorrow with better visible caustics.>
The post-final render?
:D
And don't forgot to add some drops of water on the floor. And a little
veil of mist due to the evaporation. And...
;-)
Paolo
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> I shall make a second /final/ render tomorrow with better visible caustics.
>
> Thomas
It is very good that it not the end.
Thank you for your diligence!
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> I shall make a second /final/ render tomorrow with better visible caustics.
>
> Thomas
Look:
http://www.povray.org/documentation/3.7.0/t2_3.html#t2_3_7_7
If the object doesn't radiate photons (walls), the line photons { }, in
material, is absent
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> Maybe the default has been broken then?
>
> Thomas
spacing use to me is unclear.
In other cases the system hangs
Instead of [spacing] I use [count 10 000 000]
In docs:
global_photon_block:
photons {
spacing <photon_spacing> | count <photons_to_shoot>
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"LanuHum" <Lan### [at] yandex ru> wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
> >
> > Maybe the default has been broken then?
> >
> > Thomas
>
> spacing use to me is unclear.
> In other cases the system hangs
> Instead of [spacing] I use [count 10 000 000]
>
> In docs:
> global_photon_block:
>
> photons {
> spacing <photon_spacing> | count <photons_to_shoot>
I typically use spacing, starting with 0.1 and working downward until the
"focus" of the caustics is dense enough. In this scene my renders use:
spacing 0.00045
-------------------------------------------------
www.McGregorFineArt.com
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