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4a947a4c$1@news.povray.org...
> triple_r schrieb:
> > Are the white speckles texture or artifacts?
>
> I'd pretty much assume them to be artifacts.
The readme file of the mesh archive says that the decimated versions of the
dragon contains holes...
Maybe that is what we see as speckles
Marc
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clipka wrote:
> triple_r schrieb:
>> Meshlab looks like a pretty useful program. I'll have to take a look
>> at that.
>> Just to provide options, here was my strategy:
>>
>> Import into Blender
>> Export to .obj
>> Process with shell script
>> Export to mesh2
>
> I just found that PoseRay can apparently read .ply files, too. I'm just
> having it take a go at Lucy right now... will take some time though >_<
Yes it does. It is an undocumented feature since I have not tested it
completely. Also PoseRay only reads ASCII ply files. Hopefully I will
add support for binary ply files in the next release.
FlyerX
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FlyerX schrieb:
>> I just found that PoseRay can apparently read .ply files, too. I'm
>> just having it take a go at Lucy right now... will take some time
>> though >_<
>
> Yes it does. It is an undocumented feature since I have not tested it
> completely. Also PoseRay only reads ASCII ply files. Hopefully I will
> add support for binary ply files in the next release.
Well, in any case I found that it takes a looooooooooooooooooooong time
to import Lucy... (would have taken hours or so I guess; I didn't wait
that long). But I don't even now if that figure comes as binary or ASCII
ply.
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"P Brewer" <pbj### [at] wowway com> wrote:
> FYI,
>
> If anyone can't figure out how to convert the Stanford models, here is how I did
> it.
>
> Import to Meshlab (open source)
> Quadric Edge Collapse Decimation (to lower mesh size)
> Export to .obj
> Import to Poseray (freeware?)
> Export to Pov include file.
>
> I couldn't figure out a valid way to get it to work for awhile. Glad I stumbled
> on Meshlab.
I used Meshlab to convert Lucy last year to use in my ambient occlusion/ivy
generator experiments in the Sponza Atrium:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.48fbccf96e30aa68bd1b3ad10@news.povray.org%3E/?mtop=9&moff=1
2
I finally got around to trying Christoph's recent SSLT mod today and thought
Lucy was a good candidate. Here are two shots using subsurface{} and radiosity.
Very promising stuff that subsurface{}
Cheers,
Rob
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Download 'sslt.lucy.test.jpg' (264 KB)
Preview of image 'sslt.lucy.test.jpg'
![sslt.lucy.test.jpg](/povray.binaries.images/attachment/%3Cweb.4a9f2cce63e55f164726e92b0%40news.povray.org%3E/sslt.lucy.test.jpg?preview=1)
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"Robert McGregor" <rob### [at] mcgregorfineart com> schreef in bericht
news:web.4a9f2cce63e55f164726e92b0@news.povray.org...
>
> I finally got around to trying Christoph's recent SSLT mod today and
> thought
> Lucy was a good candidate. Here are two shots using subsurface{} and
> radiosity.
> Very promising stuff that subsurface{}
>
This looks terribly good indeed.
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> This looks terribly good indeed.
Thanks Thomas :)
I can't seem to stop toying with it now (I'm sure you can all understand that).
So, after many more tweaks I've got it looking like I wanted - more subtle. But
I've noticed that whatever texture I use it seems to sort of fade away,
"overpowered" by the SSLT. I've tried all kinds of different SSLT parameters
and diffuse settings(even the ones from the Jenson, et. al. 2001 SIGGRAPH
paper).
Am I missing something simple here? Anyone have some tips on retaining my
texture colors/details and still getting the cool SSLT scattering?
-Rob
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Preview of image 'sslt.lucy.test2.jpg'
![sslt.lucy.test2.jpg](/povray.binaries.images/attachment/%3Cweb.4aa04c4663e55f164726e92b0%40news.povray.org%3E/sslt.lucy.test2.jpg?preview=1)
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"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> "Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> > This looks terribly good indeed.
>
> Thanks Thomas :)
>
> I can't seem to stop toying with it now (I'm sure you can all understand that).
>
> So, after many more tweaks I've got it looking like I wanted - more subtle. But
> I've noticed that whatever texture I use it seems to sort of fade away,
> "overpowered" by the SSLT. I've tried all kinds of different SSLT parameters
> and diffuse settings(even the ones from the Jenson, et. al. 2001 SIGGRAPH
> paper).
>
> Am I missing something simple here? Anyone have some tips on retaining my
> texture colors/details and still getting the cool SSLT scattering?
>
> -Rob
Okay, here's an example of what I mean: this is the chest of the figure from my
"Rebirth" IRTC entry. The left is straight "plastic" old-school radiosity; the
right is SSLT using the Jensen skin parameters and averaged diffuse component
(since POV-Ray doesn't currently do rgb diffuse). What happened to his nipples,
etc?? It becomes a sort of embryonic skin...
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![sslt_skin_compare.jpg](/povray.binaries.images/attachment/%3Cweb.4aa06c2d63e55f164726e92b0%40news.povray.org%3E/sslt_skin_compare.jpg?preview=1)
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> Okay, here's an example of what I mean: this is the chest of the figure from my
> "Rebirth" IRTC entry. The left is straight "plastic" old-school radiosity; the
> right is SSLT using the Jensen skin parameters and averaged diffuse component
> (since POV-Ray doesn't currently do rgb diffuse). What happened to his nipples,
> etc?? It becomes a sort of embryonic skin...
Wow, I'm starting to feel like AlphaQuad here, but I can't stop - I'm on a roll.
Okay, so I used a three-pass technique to get something pretty nice just now. I
set up brighter lights on each of the two previous render passes (normal
radiosity and SSLT radiosity) and ran them both through a third pass via my
ambient occlusion compositing macro (to multiply them) and got the third panel,
which is much more like real skin. This is what I would expect from the direct
SSLT if it had some sort of damping filter built in to average the effect. Just
a thought. At least I know I can get decent results this way from now on...
Cheers,
Rob
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Preview of image 'sslt_skin_compare2.jpg'
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Robert McGregor schrieb:
> I can't seem to stop toying with it now (I'm sure you can all understand that).
Sure! And I'm pretty envious that you got Lucy in POV format... MeshLab
crashes on me when I try to load her.
> So, after many more tweaks I've got it looking like I wanted - more subtle. But
> I've noticed that whatever texture I use it seems to sort of fade away,
> "overpowered" by the SSLT. I've tried all kinds of different SSLT parameters
> and diffuse settings(even the ones from the Jenson, et. al. 2001 SIGGRAPH
> paper).
>
> Am I missing something simple here? Anyone have some tips on retaining my
> texture colors/details and still getting the cool SSLT scattering?
You're missing something indeed: The "safety notes" that came with the
change description :-P
SSLT is still very, very alpha stage, and just hasn't had the time to be
integrated with features such as textures, photons or what-have-yous.
The time will come, I promise :-)
You can try layered textures though, with a filtering layer over the
SSLT one. I guess that should work.
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clipka <ano### [at] anonymous org> wrote:
> Robert McGregor schrieb:
> > I can't seem to stop toying with it now (I'm sure you can all understand that).
>
> Sure! And I'm pretty envious that you got Lucy in POV format... MeshLab
> crashes on me when I try to load her.
Well, she's pretty big - my PoseRay generated include file is 40.7 MB. I have a
zip file of her that's 11.4 MB if you want it.
> > Am I missing something simple here? Anyone have some tips on retaining my
> > texture colors/details and still getting the cool SSLT scattering?
>
> You're missing something indeed: The "safety notes" that came with the
> change description :-P
>
> SSLT is still very, very alpha stage, and just hasn't had the time to be
> integrated with features such as textures, photons or what-have-yous.
> The time will come, I promise :-)
>
> You can try layered textures though, with a filtering layer over the
> SSLT one. I guess that should work.
Aha, the "safety notes!" And I've tried some averaged textures but that was sooo
slow. Layering sounds like a better option; I suppose I would've thought of that
myself evertually. Thanks Christoph :)
-Rob
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