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Thomas de Groot <tho### [at] degrootorg> wrote:
> The environment makes use of a hdri map and a spotlight. The render
> makes use of a, non-optimal, stochastic setting, which explains the
> grainy aspect. However, I am still experimenting.
I'd like to see a cleaner render - without the really grainy stuff, and a nice
clean, smooth background. But I like the crystal - it looks pretty cool. Does
the software export vertice information?
Thinking that maybe any calculation runs can be saved to some sort of include
file.
-BW
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Il 24/10/2021 15:28, Thomas de Groot ha scritto:
> Continuing Sam's investigations on crystal shapes and materials, and
> using KrystalShaper as the primary crystal builder.
>
> This is a crystal of apophyllite. The coloured variety is
> Fluorapophyllite-(K).
>
> [...]
The crystal is very realistic, and I agree with Bald Eagle, a different
background could increase this realism.
Another thing: the crystal is vertical and gives a strange feeling to be
unaffected by the gravity... have you thought of adding a rock or
something else as a base?
Paolo
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Op 24/10/2021 om 23:04 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> The environment makes use of a hdri map and a spotlight. The render
>> makes use of a, non-optimal, stochastic setting, which explains the
>> grainy aspect. However, I am still experimenting.
>
> I'd like to see a cleaner render - without the really grainy stuff, and a nice
> clean, smooth background. But I like the crystal - it looks pretty cool. Does
> the software export vertice information?
The software exports a set of intersected planes (which are used here)
/and/ a set of unioned cylinders representing the ribs. Vertice info can
be derived from those last, obviously. I have not looked seriously at
that part of the code.
> Thinking that maybe any calculation runs can be saved to some sort of include
> file.
Oh yes indeed. A lot of streamlining can be made on the code. Not sure
if I want to go all that way though, but I shall post a scene file when
I have cleaned up the whole mess. For the time being I am content with
trying to obtain as 'realistic' a crystal as possible.
--
Thomas
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Op 24/10/2021 om 15:56 schreef Mr:
>
> This looks so promissing! Thanks for sharing!
>
>
Well, yes. It is a change from granites. ;-) But I have /no/ intentions
to turn this into a monster macro!
--
Thomas
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Op 25/10/2021 om 00:08 schreef Paolo Gibellini:
> The crystal is very realistic, and I agree with Bald Eagle, a different
> background could increase this realism.
>
> Another thing: the crystal is vertical and gives a strange feeling to be
> unaffected by the gravity... have you thought of adding a rock or
> something else as a base?
>
Jaime did that indeed (adding a rock) and I probably shall do the same,
possibly all posed on some dark velvet cloth...
--
Thomas
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> The crystal is very realistic, and I agree with Bald Eagle, a different
> background could increase this realism.
>
> Another thing: the crystal is vertical and gives a strange feeling to be
> unaffected by the gravity... have you thought of adding a rock or
> something else as a base?
>
>
> Paolo
>
I understand the image as a very nice technical demonstration of shaping
and texturing gems. A base would hide some of the caustics. I think I
will have a look into this issue. I played a bit with photons too.
Best regards
Michael
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Op 25/10/2021 om 08:47 schreef MichaelJF:
>> The crystal is very realistic, and I agree with Bald Eagle, a
>> different background could increase this realism.
>>
>> Another thing: the crystal is vertical and gives a strange feeling to
>> be unaffected by the gravity... have you thought of adding a rock or
>> something else as a base?
>>
>>
>> Paolo
>>
> I understand the image as a very nice technical demonstration of shaping
> and texturing gems. A base would hide some of the caustics. I think I
> will have a look into this issue. I played a bit with photons too.
>
Correct. My primary purpose was to demonstrate the crystal by itself,
without the - secondary - scene additions.
It is my understanding that part of the caustics would probably remain
visible on a supporting rock. Jaime's images show them iirc.
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Continuing Sam's investigations on crystal shapes and materials, and
> using KrystalShaper as the primary crystal builder.
>
> This is a crystal of apophyllite. The coloured variety is
> Fluorapophyllite-(K).
> (...)
Hey Thomas, it looks good!
I agree with Bald Eagle that a cleaner render would be nice, but of course that
would drive up the render time, should you wish to increase the number of
samples. I mean, you're using scattering media + caustics, and we all know how
that goes.
How long did this take to render? The file name says 004d, so I really hope it
wasn't 4 days ':/
I'd like to discover a cheap and realistic way to add internal fractures to
mineral renders. Apophyllite is one of those minerals prone to being found in a
fractured state. I have two ideas in mind, but both are rather expensive: 1)
height fields intersecting not only each other, but also the crystal shape
(which is itself an intersection); or 2) isosurfaces. Both can be very, very
slow. Sometimes I wish media had an ior block.
Is there an online POV-Ray render farm anywhere? :P
Apophyllite is one of those minerals I'd love to find. Since it occurs in basalt
vesicles, one might think it'd be everywhere, but finding any mineral-bearing
cavities is already a challenge...
Sam
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Op 27/10/2021 om 01:09 schreef Samuel B.:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Continuing Sam's investigations on crystal shapes and materials, and
>> using KrystalShaper as the primary crystal builder.
>>
>> This is a crystal of apophyllite. The coloured variety is
>> Fluorapophyllite-(K).
>> (...)
>
> Hey Thomas, it looks good!
>
Thanks Sam! It turned out rather well indeed. It is a bit out of the way
in terms of colours, but I liked the wikipedia example too much to let
it pass.
> I agree with Bald Eagle that a cleaner render would be nice, but of course that
> would drive up the render time, should you wish to increase the number of
> samples. I mean, you're using scattering media + caustics, and we all know how
> that goes.
>
I was indeed fully aware of the grainy render, and - at this stage - it
was on purpose for experimentation's sake, as otherwise I would loose
way to much time waiting for the render to finish before starting the
next try. As always, a project starts rendering fast and gradually slows
down along the way when better settings and more stuff are added.
> How long did this take to render? The file name says 004d, so I really hope it
> wasn't 4 days ':/
>
Oh no! That is the version number ;-) This render was pretty fast: less
than an hour iirc.
> I'd like to discover a cheap and realistic way to add internal fractures to
> mineral renders. Apophyllite is one of those minerals prone to being found in a
> fractured state. I have two ideas in mind, but both are rather expensive: 1)
> height fields intersecting not only each other, but also the crystal shape
> (which is itself an intersection); or 2) isosurfaces. Both can be very, very
> slow. Sometimes I wish media had an ior block.
>
Ah... yes indeed. I have not considered your first method, but
considered the isosurface one. However, I also cringe at the implied
render time.
Another thing I would like to do is model more asymmetric crystals, like
they occur in nature. The KrystalShaper models are too perfect for our
grubby little hands. :-) Maybe by carefully manipulating the set of
planes in the intersection, or working directly on a mesh2 model
converted back to .obj for instance, and load it up in our favourite
modeller...
> Is there an online POV-Ray render farm anywhere? :P
>
That would be nice.
> Apophyllite is one of those minerals I'd love to find. Since it occurs in basalt
> vesicles, one might think it'd be everywhere, but finding any mineral-bearing
> cavities is already a challenge...
>
Yes, you will need a bit of luck I guess.
--
Thomas
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Am 27.10.2021 um 08:45 schrieb Thomas de Groot:
> Another thing I would like to do is model more asymmetric crystals, like
> they occur in nature. The KrystalShaper models are too perfect for our
> grubby little hands. :-) Maybe by carefully manipulating the set of
> planes in the intersection, or working directly on a mesh2 model
> converted back to .obj for instance, and load it up in our favourite
> modeller...
>
IIRC you're using Silo, but I have no idea if Silo can handle this kind
of plane intersections. Blender can load the WRL data. But as I noticed
these intersecting planes I wondered about the photons. Usually infinite
objects are not recommended as photon targets.
Best regards
Michael
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