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Warning! No photons! :-)
After a good three hours render, this is the crystal with 'fluid'
inclusions added: 15000 little hollow spheres with an ior of 1.0.
Not sure how 'natural' this is looking. I have seen crystals with
concentrations of 'bubbles' more or less like this. Maybe I have
exaggerated a bit; maybe there should be less 'bubbles'...
Personally, I like it but I am interested in your verdicts.
--
Thomas
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hi,
Thomas de Groot <tho### [at] degrootorg> wrote:
> ...
> Personally, I like it but I am interested in your verdicts.
very nice, "like". :-) I'd be interested to see a version where the "bubbles"
are confined to a smaller volume within, and also "off-centre", a little.
regards, jr.
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Op 2-11-2021 om 12:29 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> ...
>> Personally, I like it but I am interested in your verdicts.
>
> very nice, "like". :-) I'd be interested to see a version where the "bubbles"
> are confined to a smaller volume within, and also "off-centre", a little.
>
Smaller volume: yes, that would be interesting
off-centre: ok
--
Thomas
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> Thomas de Groot <tho### [at] degrootorg> wrote:
> > ...
> > Personally, I like it but I am interested in your verdicts.
So, to me, it still looks a bit - murky. Like I'm viewing the render through a
haze or slightly out of focus.
I'm not sure if it's the render settings, the lighting, or the contribution of
the textured ground plane, or what. I just get the impression that I should be
seeing some crisp(er) edges on the front of the crystal, and instead they are
kind of muddled / blended in with the body of the crystal.
I like the bubbles - I know what you're trying to accomplish there. Perhaps -
fewer? Slightly more spread out?
This would definitely be a great method for making a realistic ice cube with the
frozen air bubbles inside...
I would be interested in seeing a clean, crisp, clear or opaque version, which
ought to render very quickly, and also - one employing the new granite material!
:D
This has also got me wanting to see an amethyst, with the clear-to-purple color
gradient.
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Op 02/11/2021 om 21:46 schreef Bald Eagle:
>
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> ...
>>> Personally, I like it but I am interested in your verdicts.
>
> So, to me, it still looks a bit - murky. Like I'm viewing the render through a
> haze or slightly out of focus.
>
> I'm not sure if it's the render settings, the lighting, or the contribution of
> the textured ground plane, or what. I just get the impression that I should be
> seeing some crisp(er) edges on the front of the crystal, and instead they are
> kind of muddled / blended in with the body of the crystal.
>
I have no idea. I guess it could be the lighting (area light), but the
edges /are/ crisp, you can take my word for this.
I shall soon have a demo scene file ready for you to play with.
> I like the bubbles - I know what you're trying to accomplish there. Perhaps -
> fewer? Slightly more spread out?
Yes, I think there are too many anyway.
> This would definitely be a great method for making a realistic ice cube with the
> frozen air bubbles inside...
>
Indeed.
> I would be interested in seeing a clean, crisp, clear or opaque version, which
> ought to render very quickly, and also - one employing the new granite material!
> :D
>
A /granite/ material? What are you talking about? ;-)
I shall provide that asap. Note that the bubbles will be invisible... :-}
> This has also got me wanting to see an amethyst, with the clear-to-purple color
> gradient.
>
Indeed. I think I shall leave that to others after I provide the code.
--
Thomas
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Latest, less inclusions, and slightly more concentrated and de-centered.
The complete set of files can be found now in the p.b.s-f
I added a quartz crystal to the set.
--
Thomas
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Download 'krystalshaper_apophyllite_006b.jpg' (59 KB)
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Latest, less inclusions, and slightly more concentrated and de-centered.
It looks decent!
I've got a bunch of ideas, but I need to find the proper motivation to implement
them :/
Only thing I want to suggest at this point is to maybe situate the light_source
&/ sky_sphere so that it casts a highlight off either an outside or inside
surface.
Sam
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Latest, less inclusions, and slightly more concentrated and de-centered.
>
> The complete set of files can be found now in the p.b.s-f
>
> I added a quartz crystal to the set.
>
I like this. AND the previous render with more bubbles. Beautiful.
BTW, I did not realize that an object with ior could have inclusions (other
objects) with *different* ior's-- I thought such constructs would be an example
of 'variable' ior within an object, which cannot be accomplished in POV-ray,
AFAIU. I had a mistaken notion that the camera ray would 'see' the outer object
surface first, which would then set the ior for the entire union-ed CSG. (Kind
of like the way media operates.) But that's not the case! :-) So I've been
experimenting with this multiple-ior CSG trick, which can produce some visually
interesting results. Thanks for the idea.
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And final, with photons. Render time about 1.5 hours.
--
Thomas
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Attachments:
Download 'krystalshaper_apophyllite_006c.jpg' (59 KB)
Preview of image 'krystalshaper_apophyllite_006c.jpg'
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Op 09/11/2021 om 20:02 schreef Kenneth:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Latest, less inclusions, and slightly more concentrated and de-centered.
>>
>> The complete set of files can be found now in the p.b.s-f
>>
>> I added a quartz crystal to the set.
>>
> I like this. AND the previous render with more bubbles. Beautiful.
>
> BTW, I did not realize that an object with ior could have inclusions (other
> objects) with *different* ior's-- I thought such constructs would be an example
> of 'variable' ior within an object, which cannot be accomplished in POV-ray,
> AFAIU. I had a mistaken notion that the camera ray would 'see' the outer object
> surface first, which would then set the ior for the entire union-ed CSG. (Kind
> of like the way media operates.) But that's not the case! :-) So I've been
> experimenting with this multiple-ior CSG trick, which can produce some visually
> interesting results. Thanks for the idea.
>
>
To tell the truth, I really do not know /how/ the different ior's are
treated together. Afaik, this is not explained in the wiki pages. To
keep on the safe side, I kept the inclusion's ior at 1.0 which is
cheating of course, but at least I was not confronted to strange
effects. On my ToDo list I have put some ior experiments...
--
Thomas
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