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