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"fidos" <fid### [at] wanadoo fr> wrote:
> Any comments wellcome.
this would be a nice wallpaper if a tad bigger... :)
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Hello,
the sun now face the small window.
All lighting is coming from the jpeg env map.
Any comments wellcome.
Regards,
Fidos.
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From: Severi Salminen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 24 Mar 2008 14:33:05
Message: <47e801f1$1@news.povray.org>
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fidos wrote:
> Hello,
>
> the sun now face the small window.
>
> All lighting is coming from the jpeg env map.
>
> Any comments wellcome.
I love both images: all the shadows look (well, obviously...) very
natural. Like the one near the standing lamp. Indirect lighting looks
good in all respects. I just wonder if sun is too big in the environment
map? The shadows look a bit too soft considering they are made by sun.
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Severi Salminen <sev### [at] NOT THISsaunalahti fi invalid> wrote:
> I love both images: all the shadows look (well, obviously...) very
> natural. Like the one near the standing lamp. Indirect lighting looks
> good in all respects. I just wonder if sun is too big in the environment
> map? The shadows look a bit too soft considering they are made by sun.
Obviously, a thin cloud passed in front of the sun just at the photo was taken.
;)
Great work!
Mike
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Severi Salminen <sev### [at] NOT THISsaunalahti fi invalid> wrote:
> I love both images: all the shadows look (well, obviously...) very
> natural. Like the one near the standing lamp. Indirect lighting looks
> good in all respects. I just wonder if sun is too big in the environment
> map? The shadows look a bit too soft considering they are made by sun.
In fact, it is not real hdri. The sun surface is simulated with a layer that
isolate the brighter parts of the env map. This area is attributed a higher
ambient light value. The extend of the area is controlled by a parameter.
The problem is that if I reduce the size of the sun area, the rendering time
increase (less ray reach the sun). The solution would be to preprocess the env
map : by sampling, I can isolate the brighter areas and add portals on them.
Thanks for your positive feedback.
Regards,
Fidos
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Hello,
I added the depth of field with path tracing. It was quite easy, it is a new
integration as is antialising and distributed reflection/refraction.
Any comments wellcome.
Regards,
Fidos
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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 26 Mar 2008 10:44:33
Message: <47ea6f61@news.povray.org>
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so far, so good. Nice choice of pastel colors... :)
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Hello,
I'm trying to do subsurface scattering with montecarlo path tracing and MegaPov.
Here my first acceptable result.
Any comment wellcome.
Regards,
Fidos.
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"fidos" <fid### [at] wanadoo fr> wrote:
> Hello,
>
> I'm trying to do subsurface scattering with montecarlo path tracing and MegaPov.
>
> Here my first acceptable result.
>
> Any comment wellcome.
>
> Regards,
> Fidos.
The same scene then my previous post but with the object rotated.
Fidos
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From: Nekar Xenos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 2 Apr 2008 00:54:00
Message: <47f31f78@news.povray.org>
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Wow!
"fidos" <fid### [at] wanadoo fr> wrote in message
news:web.47f29354dcec6a9f82f3b8350@news.povray.org...
> Hello,
>
> I'm trying to do subsurface scattering with montecarlo path tracing and
> MegaPov.
>
> Here my first acceptable result.
>
> Any comment wellcome.
>
> Regards,
> Fidos.
>
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