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From: triple r
Subject: First MC-POV effort
Date: 14 Jan 2009 22:50:01
Message: <web.496eb2185f052970ef2b9ba40@news.povray.org>
Here's my first real effort in MC-POV.  Too dark, maybe?  I stopped it after
three hours of rendering (two cores) so it wouldn't get too smooth.  HDR
lighting seems to work very well with MC-POV.  Still needs hair, whiskers,
eyelashes, and something else...  Not sure what that might be, but it lacks
texture, or life, or something.

 - Ricky


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From: Bob Hughes
Subject: Re: First MC-POV effort
Date: 15 Jan 2009 03:07:24
Message: <496eeebc$1@news.povray.org>
"triple_r" <nomail@nomail> wrote in message 
news:web.496eb2185f052970ef2b9ba40@news.povray.org...
> Here's my first real effort in MC-POV.  Too dark, maybe?  I stopped it 
> after
> three hours of rendering (two cores) so it wouldn't get too smooth.  HDR
> lighting seems to work very well with MC-POV.  Still needs hair, whiskers,
> eyelashes, and something else...  Not sure what that might be, but it 
> lacks
> texture, or life, or something.


Well, yeah... it's CG and not real. ;^)

Freaky-looking thing, no doubt about it. Made me think of those mannequin's 
put into passengers seats of cars to be able to use carpool lanes.

MC-POV...? I guess I saw that mentioned before when speed reading/looking 
through these newsgroups. Must be plenty I'm not up to date on these days.

Oh, and maybe the ear needs some redness from light shining through a bit. 
That SSS stuff. But I don't know what all you're able to do with that 
MC-POV...

Bob


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From: Thomas de Groot
Subject: Re: First MC-POV effort
Date: 15 Jan 2009 04:39:13
Message: <496f0441$1@news.povray.org>
"triple_r" <nomail@nomail> schreef in bericht 
news:web.496eb2185f052970ef2b9ba40@news.povray.org...
> Here's my first real effort in MC-POV.  Too dark, maybe?  I stopped it 
> after
> three hours of rendering (two cores) so it wouldn't get too smooth.  HDR
> lighting seems to work very well with MC-POV.  Still needs hair, whiskers,
> eyelashes, and something else...  Not sure what that might be, but it 
> lacks
> texture, or life, or something.
>

What it needs is (1) expression, (2) tiny bits of assymmetry, to make the 
figure human.

(1) Expression can be achieved by moving the corners of the mouth, only one 
or both; opening the lips a bit, maybe only on the left or the right; 
playing with lifting/lowering one or both eye brows; turning the eyes a bit; 
turning, bending, shifting the head a tiny bit; lifting one shoulder; etc, 
etc... all in very tiny incremental steps. You will see how the figure will 
change. Already here a lot of assymmetry is introduced. However:

(2) Very few people have real ssymmetrical faces and those are considered 
(unconsciously) as *freakily* perfect, with some sense of unease. So, if you 
are using Poser for instance, you can introduce assymmetry by moving the 
nose a tiny bit left or right; lifting/loweing one cheekbone a tiny bit; 
shifting the lower jaw left or right; etc, etc... By now, you see what I 
mean. Just play with all those possibilities and you will be amazed by the 
results. Especially those changes that are almost to small to be seen, 
result in the highest impact.

Thomas


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From: clipka
Subject: Re: First MC-POV effort
Date: 15 Jan 2009 06:05:00
Message: <web.496f1771103da13eaf8dfc8f0@news.povray.org>
"triple_r" <nomail@nomail> wrote:
> Not sure what that might be, but it lacks texture, or life, or something.

Maybe some facial expression...?

Giving the skin a bit of a reflective component can help, too.


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From: clipka
Subject: Re: First MC-POV effort
Date: 15 Jan 2009 06:30:00
Message: <web.496f1df2103da13eaf8dfc8f0@news.povray.org>
"Bob Hughes" <omniverse charter net> wrote:
> Oh, and maybe the ear needs some redness from light shining through a bit.
> That SSS stuff. But I don't know what all you're able to do with that
> MC-POV...

It's actually rather limited in what it can do, but it seems quite good at
*that*.

Key features:

- sloooow

- patience always improves the results

- very realistic job at radiosity-like indirect diffuse illumination

- very good job at blurred specular reflections and refractions

- that's about it.


The basic idea behind it is to model diffuse illumination as a very blurred type
of reflection; blurred reflections, in turn, are modeled by adding some jitter
to the reflection, and sampling the whole image over and over again.

Classic lighting with dedicated light sources is disabled; instead, all light
comes from objects with emitting textures or media.

Subsurface scattering should be possible to model with media, just as in
standard POV-Ray, but there's no mechanism to speed it up (it actually would go
against MCPov's basic approach).


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From: triple r
Subject: Re: First MC-POV effort
Date: 15 Jan 2009 13:45:01
Message: <web.496f8347103da13eef2b9ba40@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> What it needs is (1) expression, (2) tiny bits of assymmetry, to make the
> figure human.

Thanks for the good advice.  So far I've just been trying to get the proportions
right.  That's proving to be difficult enough.  I did it in Wings3D so symmetry
is always the last thing to go.  If you get rid of that, then you have to make
any changes twice--and hope they come out the same.  If I get a chance I'll try
your suggestions, but don't hold your breath.  Real life beckons.

 - Ricky


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From: Larry Hudson
Subject: Re: First MC-POV effort
Date: 15 Jan 2009 21:29:16
Message: <496ff0fc$1@news.povray.org>
Thomas de Groot wrote:
> (2) Very few people have real ssymmetrical faces and those are considered 
> (unconsciously) as *freakily* perfect, with some sense of unease. 

This reminds me of the composite pictures you sometime see that are made 
by taking a photograph of a face and splitting it down the middle then 
combinining each half with its mirror image.  The original, real face 
usually has no noticeable asymmetry, but the two composites have almost 
Jekyll and Hyde differences.  It's amazing how different they look.

      -=- Larry -=-


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From: Thomas de Groot
Subject: Re: First MC-POV effort
Date: 16 Jan 2009 04:35:36
Message: <497054e8$1@news.povray.org>
"triple_r" <nomail@nomail> schreef in bericht 
news:web.496f8347103da13eef2b9ba40@news.povray.org...
> "Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>> What it needs is (1) expression, (2) tiny bits of assymmetry, to make the
>> figure human.
>
> Thanks for the good advice.  So far I've just been trying to get the 
> proportions
> right.  That's proving to be difficult enough.  I did it in Wings3D so 
> symmetry
> is always the last thing to go.  If you get rid of that, then you have to 
> make
> any changes twice--and hope they come out the same.  If I get a chance 
> I'll try
> your suggestions, but don't hold your breath.  Real life beckons.
>

Introducing assymmetry and/or expression, should be the last things to do, 
after you are sure your (symmetrical) model is satisfying and ready for use, 
and then work - of course - from copies of that last one :-)

Take your time. We are not in a hurry... ;-)

Anyway, you did a real good job in Wings3D.

Thomas


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From: Thomas de Groot
Subject: Re: First MC-POV effort
Date: 16 Jan 2009 04:37:41
Message: <49705565@news.povray.org>
"Larry Hudson" <org### [at] yahoocom> schreef in bericht 
news:496ff0fc$1@news.povray.org...
> Thomas de Groot wrote:
>> (2) Very few people have real ssymmetrical faces and those are considered 
>> (unconsciously) as *freakily* perfect, with some sense of unease.
>
> This reminds me of the composite pictures you sometime see that are made 
> by taking a photograph of a face and splitting it down the middle then 
> combinining each half with its mirror image.  The original, real face 
> usually has no noticeable asymmetry, but the two composites have almost 
> Jekyll and Hyde differences.  It's amazing how different they look.
>

Exactly so. The interesting thing is that we are not aware of those 
*imperfections* but they certainly give individual personality.

Thomas


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