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31 Jul 2024 06:23:03 EDT (-0400)
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From: Bill Pragnell
Subject: Re: Alley Sunflower Final
Date: 14 Jun 2010 04:40:01
Message: <web.4c15e9e8e209a5c36dd25f0b0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> I used +a0.1 for anti-aliasing, but the contrast between the bright
> background and the shadow side of the building seems to prevent proper
> anti-aliasing.

For future reference, megapov's Clip_Colors macro can take care of this problem:
http://megapov.inetart.net/manual-1.2.1/megapov0121.html#tone_mapping.inc

Lovely image though, the high-contrast photographic effect really lends realism!

Bill


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 14 Jun 2010 09:02:27
Message: <op.veajt7h7ufxv4h@go-dynamite>
On Mon, 14 Jun 2010 09:13:19 +0200, Thomas de Groot  
<tDOTdegroot@interdotnlanotherdotnet> wrote:

> It has become an impressive image indeed. Excellent work.
>
> Thomas
>
>

Thanks!

-Nekar Xenos-


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 14 Jun 2010 09:04:05
Message: <op.veajwvemufxv4h@go-dynamite>
On Mon, 14 Jun 2010 10:35:53 +0200, Bill Pragnell  
<bil### [at] hotmailcom> wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> I used +a0.1 for anti-aliasing, but the contrast between the bright
>> background and the shadow side of the building seems to prevent proper
>> anti-aliasing.
>
> For future reference, megapov's Clip_Colors macro can take care of this  
> problem:
> http://megapov.inetart.net/manual-1.2.1/megapov0121.html#tone_mapping.inc
>
> Lovely image though, the high-contrast photographic effect really lends  
> realism!
>
> Bill
>
>
Thanks!

I'll keep MegaPov in mind next time :)

-Nekar Xenos-


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From: Samuel Benge
Subject: Re: Alley Sunflower Final
Date: 16 Jun 2010 15:05:00
Message: <web.4c191f74e209a5c3a48fdb00@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> Comments welcome.

It looks good! Too bad about the aa problems, though.


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 17 Jun 2010 06:58:16
Message: <op.vefx230aufxv4h@go-dynamite>
On Wed, 16 Jun 2010 21:01:08 +0200, Samuel Benge <stb### [at] hotmailcom>  
wrote:

> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> Comments welcome.
>
> It looks good! Too bad about the aa problems, though.
>

Do you think luminous bloom will help here? I've never used it before.

-Nekar Xenos-


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From: stbenge
Subject: Re: Alley Sunflower Final
Date: 20 Jun 2010 17:57:35
Message: <4c1e8ecf@news.povray.org>
Nekar Xenos wrote:
> On Wed, 16 Jun 2010 21:01:08 +0200, Samuel Benge <stb### [at] hotmailcom> 
> wrote:
> 
>> It looks good! Too bad about the aa problems, though.
> 
> Do you think luminous bloom will help here? I've never used it before.

You mean to reduce aliasing or help the scene in general? You can use 
luminous bloom with a small radius to hide the aliasing where bright 
colors cause trouble, but it might blow out the rest of the colors too 
much. A low lb_exponent would be advised here. If you use it lightly 
just to spread the light a bit, it couldn't hurt. When used carefully, 
it could enhance the realism imperceptibly.


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 21 Jun 2010 02:19:55
Message: <op.vemzvctuufxv4h@go-dynamite>
On Sun, 20 Jun 2010 23:57:36 +0200, stbenge <myu### [at] hotmailcom>  
wrote:

> Nekar Xenos wrote:
>> On Wed, 16 Jun 2010 21:01:08 +0200, Samuel Benge <stb### [at] hotmailcom>  
>> wrote:
>>
>>> It looks good! Too bad about the aa problems, though.
>>  Do you think luminous bloom will help here? I've never used it before.
>
> You mean to reduce aliasing or help the scene in general? You can use  
> luminous bloom with a small radius to hide the aliasing where bright  
> colors cause trouble, but it might blow out the rest of the colors too  
> much. A low lb_exponent would be advised here. If you use it lightly  
> just to spread the light a bit, it couldn't hurt. When used carefully,  
> it could enhance the realism imperceptibly.

Yes, both. Thanks for the info on lb_exponent.

I tried putting an hdr render of this scene through the luminous bloom  
code and I got rather strange artifacts. The bricks had a red "wash"  
overlaid with horizontal white stripes. A normal png didn't get those  
artifacts at all.

-Nekar Xenos-


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From: stbenge
Subject: Re: Alley Sunflower Final
Date: 21 Jun 2010 11:40:58
Message: <4c1f880a$1@news.povray.org>
Nekar Xenos wrote:
> I tried putting an hdr render of this scene through the luminous bloom 
> code and I got rather strange artifacts. The bricks had a red "wash" 
> overlaid with horizontal white stripes. A normal png didn't get those 
> artifacts at all.

Hmm, could you post an example portion of the result? Or an .hdr version 
of your image so I can try it?

How intense are the brightest areas of light in the original image? I 
personally wouldn't use values much higher than rgb <2,2,2> for 
light_sources, fog and such. I know that really small (<.1) lb_exponent 
values will increase the chance of an image developing artifacts. This 
is made worse by values which are too bright. If this the case with your 
scene, you probably don't want to re-render the whole thing simply to 
make some glare. A color-normalizing file shouldn't be too difficult to 
put together; perhaps I should consider making one. Hopefully it works.


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 22 Jun 2010 01:38:24
Message: <op.veosl4ntufxv4h@xena>
On Mon, 21 Jun 2010 17:40:58 +0200, stbenge <myu### [at] hotmailcom>  
wrote:

> Nekar Xenos wrote:
>> I tried putting an hdr render of this scene through the luminous bloom  
>> code and I got rather strange artifacts. The bricks had a red "wash"  
>> overlaid with horizontal white stripes. A normal png didn't get those  
>> artifacts at all.
>
> Hmm, could you post an example portion of the result? Or an .hdr version  
> of your image so I can try it?
>
> How intense are the brightest areas of light in the original image? I  
> personally wouldn't use values much higher than rgb <2,2,2> for  
> light_sources, fog and such. I know that really small (<.1) lb_exponent  
> values will increase the chance of an image developing artifacts. This  
> is made worse by values which are too bright. If this the case with your  
> scene, you probably don't want to re-render the whole thing simply to  
> make some glare. A color-normalizing file shouldn't be too difficult to  
> put together; perhaps I should consider making one. Hopefully it works.

I've used extremely high rgb (400+) values for my light source - so I  
guess that's the problem.
The first try was on the default settings and many other settings with the  
same results.

I'm quite happy with the current result without hdr.

There is one other problem: I've noticed the edge pixels don't fit in with  
the rest of the scene - but you don't notice it if the image is on a light  
background.

-- 
-Nekar Xenos-

"The spoon is not real"


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 22 Jun 2010 10:14:23
Message: <op.vepgh7hmufxv4h@go-dynamite>
On Mon, 21 Jun 2010 17:40:58 +0200, stbenge <myu### [at] hotmailcom>  
wrote:

> Nekar Xenos wrote:
>> I tried putting an hdr render of this scene through the luminous bloom  
>> code and I got rather strange artifacts. The bricks had a red "wash"  
>> overlaid with horizontal white stripes. A normal png didn't get those  
>> artifacts at all.
>
> Hmm, could you post an example portion of the result? Or an .hdr version  
> of your image so I can try it?
>
> How intense are the brightest areas of light in the original image? I  
> personally wouldn't use values much higher than rgb <2,2,2> for  
> light_sources, fog and such. I know that really small (<.1) lb_exponent  
> values will increase the chance of an image developing artifacts. This  
> is made worse by values which are too bright. If this the case with your  
> scene, you probably don't want to re-render the whole thing simply to  
> make some glare. A color-normalizing file shouldn't be too difficult to  
> put together; perhaps I should consider making one. Hopefully it works.

I posted an hdr image on povray.binaries.misc for you to test on.

-Nekar Xenos-


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