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Same old Jotero Ajax bust as always!
- 200mm lens at f/4 shot from about 1.7 meters away.
- HDR lightprobe I took a couple of evenings ago in nearby field.
- LightMapGen 16 sample median-cut lightdome, plus one hand-placed Sun light
(no radiosity).
- Simple texture_map with three entries (shiny, dull and corroded).
- DF3 based proximity pattern (along with slope and bozo) to choose the
texture via a pigment_map.
- focal blur only used 7 samples. I could have bumped that to 37, but I wanted
to see the results today, not tomorrow :-)
I guess the interesting technique (to me at least) was writing a seperate pov
script to analysed the mesh and create the image slices that got combined into
the DF3 file. This one used a 60x90x60 DF3 file created with 25 samples per
voxel. You pay for a one-off creation time, but then get to use the DF3 file
from then on (and it loads more or less instantly). It possibly might render
quicker than an averaged fastprox pattern, but I'm not really sure.
The background is just a bit of the sky from the lightprobe - with a bit of
focal blur it came out looking nice even though the lightprobe resolution is
pretty low.
I'm pretty happy with how it turned out, but any feedback anyone has would be of
course welcomed.
Cheers,
Edouard.
Post a reply to this message
Attachments:
Download 'looking-to-the-sun.jpg' (205 KB)
Preview of image 'looking-to-the-sun.jpg'
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"Edouard" <pov### [at] edouardinfo> wrote:
> This one used a 60x90x60 DF3 file created with 25 samples per
> voxel.
The df3 data (actual size!)
Cheers,
Edouard.
Post a reply to this message
Attachments:
Download 'density.jpg' (185 KB)
Preview of image 'density.jpg'
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The steps involved in getting the final texture, told in pictures :-)
Post a reply to this message
Attachments:
Download 'texturing-steps.jpg' (346 KB)
Preview of image 'texturing-steps.jpg'
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Interesting technique and superb image!
How long did you take to obtain the D3F file?
;-)
Paolo
>Edouard on date 20/03/2009 12:50 wrote:
> Same old Jotero Ajax bust as always!
>
> - 200mm lens at f/4 shot from about 1.7 meters away.
> - HDR lightprobe I took a couple of evenings ago in nearby field.
> - LightMapGen 16 sample median-cut lightdome, plus one hand-placed Sun light
> (no radiosity).
> - Simple texture_map with three entries (shiny, dull and corroded).
> - DF3 based proximity pattern (along with slope and bozo) to choose the
> texture via a pigment_map.
> - focal blur only used 7 samples. I could have bumped that to 37, but I wanted
> to see the results today, not tomorrow :-)
>
> I guess the interesting technique (to me at least) was writing a seperate pov
> script to analysed the mesh and create the image slices that got combined into
> the DF3 file. This one used a 60x90x60 DF3 file created with 25 samples per
> voxel. You pay for a one-off creation time, but then get to use the DF3 file
> from then on (and it loads more or less instantly). It possibly might render
> quicker than an averaged fastprox pattern, but I'm not really sure.
>
> The background is just a bit of the sky from the lightprobe - with a bit of
> focal blur it came out looking nice even though the lightprobe resolution is
> pretty low.
>
> I'm pretty happy with how it turned out, but any feedback anyone has would be of
> course welcomed.
>
> Cheers,
> Edouard.
>
>
> ------------------------------------------------------------------------
>
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Just wow. Superbly realistic - mostly because of that wonderful proximity
effect, I think. I shall definitely have to investigate the df3 technique.
Great stuff
Bill
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"Edouard" <pov### [at] edouardinfo> wrote:
> - LightMapGen 16 sample median-cut lightdome, plus one hand-placed Sun light
> (no radiosity).
This is the second time you've mentioned this. I had a look at the utility and
it sounds useful. Do you have a technique for loading the output it produces
into POV-Ray? I can imagine it getting quite tedious to hand-convert even
"just" 16 lights every time to try a new probe...
I understand that the first 3 values are in radians; the first being elevation
and the second azimuth, the third is the angular area the sample occupies. The
remaining 3 values make up the RGB value of the sample.
But is there a way to read/parse the probemap.lm file directly into POV or do I
have to convert them into lights by hand?
I like your probe, too, by the way. And as others have said, nice work on
texturing the model!
Post a reply to this message
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Edouard nous illumina en ce 2009-03-20 07:50 -->
> Same old Jotero Ajax bust as always!
>
> - 200mm lens at f/4 shot from about 1.7 meters away.
> - HDR lightprobe I took a couple of evenings ago in nearby field.
> - LightMapGen 16 sample median-cut lightdome, plus one hand-placed Sun light
> (no radiosity).
> - Simple texture_map with three entries (shiny, dull and corroded).
> - DF3 based proximity pattern (along with slope and bozo) to choose the
> texture via a pigment_map.
> - focal blur only used 7 samples. I could have bumped that to 37, but I wanted
> to see the results today, not tomorrow :-)
>
> I guess the interesting technique (to me at least) was writing a seperate pov
> script to analysed the mesh and create the image slices that got combined into
> the DF3 file. This one used a 60x90x60 DF3 file created with 25 samples per
> voxel. You pay for a one-off creation time, but then get to use the DF3 file
> from then on (and it loads more or less instantly). It possibly might render
> quicker than an averaged fastprox pattern, but I'm not really sure.
>
> The background is just a bit of the sky from the lightprobe - with a bit of
> focal blur it came out looking nice even though the lightprobe resolution is
> pretty low.
>
> I'm pretty happy with how it turned out, but any feedback anyone has would be of
> course welcomed.
>
> Cheers,
> Edouard.
>
>
> ------------------------------------------------------------------------
>
Very nice, with a little problem.
The corroded, greenish, parts looks like they are glowing. Those parts seems to
have way to much ambient.
--
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may lead you to think people are laughing
WITH you.
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Paolo Gibellini <p.g### [at] gmailcom> wrote:
> Interesting technique and superb image!
> How long did you take to obtain the D3F file?
> ;-)
> Paolo
Each slice took about 20 seconds, with the mesh loading being about 12 seconds
of that. Each slice was 60x90 with 25 samples per pixel (=135000 samples).
There are 60 slices in total, which is about 8 million samples. A simpler mesh
would take less time.
I just ran it as an animation in the background and it was done in 20 minutes or
so.
You could probably write an adaptive version of the sampling code and speed
things up a lot as well.
Cheers,
Edouard.
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"Edouard" <pov### [at] edouardinfo> wrote:
Geez!
What's that DF3 proximity pattern thing? I guess I'd like to learn about it:
What exactly does it do? And how do you do it?
(BTW, the corroded texture seems a bit too strong to me; or is that green color
reflections?)
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"sooperFoX" <bon### [at] gmailcom> wrote:
> "Edouard" <pov### [at] edouardinfo> wrote:
> > - LightMapGen 16 sample median-cut lightdome, plus one hand-placed Sun light
> > (no radiosity).
>
> This is the second time you've mentioned this. I had a look at the utility and
> it sounds useful. Do you have a technique for loading the output it produces
> into POV-Ray? I can imagine it getting quite tedious to hand-convert even
> "just" 16 lights every time to try a new probe...
>
> I understand that the first 3 values are in radians; the first being elevation
> and the second azimuth, the third is the angular area the sample occupies. The
> remaining 3 values make up the RGB value of the sample.
>
> But is there a way to read/parse the probemap.lm file directly into POV or do I
> have to convert them into lights by hand?
I wish POV had a more general file reading API, then we could read the files
directly...
What I did was write a macro that reads a comma-separated version of the .lm
file, as it was a easy search and replace operation to convert it into a file
POV could read.
I'll see if I can get in into a postable shape!
> I like your probe, too, by the way. And as others have said, nice work on
> texturing the model!
Thank-you!
Post a reply to this message
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