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From: Mike Raiford
Subject: Re: How to render a realistical raindrop on a leaf surface?
Date: 27 May 2010 09:25:00
Message: <4bfe72ac@news.povray.org>
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On 5/27/2010 6:05 AM, Dream wrote:
> Therefore, here I ask for your help for how to render this scene for a
> realistical result? How to set the papemeters for drops meterial?
Try increasing max_trace_level... (I think it goes in global settings, I
can't remember off-hand, so look it up in the docs)
--
~Mike
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From: clipka
Subject: Re: How to render a realistical raindrop on a leaf surface?
Date: 27 May 2010 09:28:29
Message: <4bfe737d$1@news.povray.org>
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Am 27.05.2010 13:05, schrieb Dream:
> Therefore, here I ask for your help for how to render this scene for a
> realistical result? How to set the papemeters for drops meterial?
For highest realism, you'd want to use
finish {
reflection { 0.0, 1.0 fresnel on }
conserve_energy // not really necessary in this case
ambient 0 diffuse 0
specular ... // try it out
}
At least that's the theory.
You need to make sure, however, that you do /not/ get reflections at the
interface between the drop and the leaf, so you need to make the objects
overlap a little bit. I guess that's your main problem ATM.
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clipka <ano### [at] anonymousorg> wrote:
> Am 27.05.2010 13:05, schrieb Dream:
>
> > Therefore, here I ask for your help for how to render this scene for a
> > realistical result? How to set the papemeters for drops meterial?
>
> For highest realism, you'd want to use
>
> finish {
> reflection { 0.0, 1.0 fresnel on }
> conserve_energy // not really necessary in this case
> ambient 0 diffuse 0
> specular ... // try it out
> }
>
> At least that's the theory.
>
> You need to make sure, however, that you do /not/ get reflections at the
> interface between the drop and the leaf, so you need to make the objects
> overlap a little bit. I guess that's your main problem ATM.
Thank you all for your answers.
According to what you all suggested above, I think the most possible problem is
caused by interface between raindrop nether surface and leaf upper surface. The
result image attached above is generated in the situation that the raindrop
nether surface is lower than the leaf upper surface, that is to say, the leaf
surface traverses the raindrop body.
What I want to ask now is that when the two objects (raindrop and leaf) have the
exact coincident interface (between raindrop nether surface and leaf upper
surface), which surface should be upper? The raindrop nether surface is upper or
lower than leaf upper surface?
Considering the fact, the raindrop is on the leaf surface, therefore I believe
the raindrop nether surface is upper than the leaf upper surface, am I
right?
Thank you!
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Mike Raiford <"m[raiford]!at"@gmail.com> wrote:
> On 5/27/2010 6:05 AM, Dream wrote:
> > Therefore, here I ask for your help for how to render this scene for a
> > realistical result? How to set the papemeters for drops meterial?
>
> Try increasing max_trace_level... (I think it goes in global settings, I
> can't remember off-hand, so look it up in the docs)
>
> --
> ~Mike
Hi, the max trace level is 50, and the "reflection" and "refraction" are both
"on".
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Thank you all for your kindly reply.
The problem has been fixed by mainly two adjustment:
1. Make the raindrop nether surface a bit higher than leaf upper surface. Before
this operation I had made a mistake for an opposite direction.
2. Remove the shadow of raindrop.
Thank you all again.
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From: Patrick Elliott
Subject: Re: How to render a realistical raindrop on a leaf surface?
Date: 27 May 2010 17:34:32
Message: <4bfee568$1@news.povray.org>
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On 5/27/2010 6:49 AM, Dream wrote:
> clipka<ano### [at] anonymousorg> wrote:
>> Am 27.05.2010 13:05, schrieb Dream:
>>
>>> Therefore, here I ask for your help for how to render this scene for a
>>> realistical result? How to set the papemeters for drops meterial?
>>
>> For highest realism, you'd want to use
>>
>> finish {
>> reflection { 0.0, 1.0 fresnel on }
>> conserve_energy // not really necessary in this case
>> ambient 0 diffuse 0
>> specular ... // try it out
>> }
>>
>> At least that's the theory.
>>
>> You need to make sure, however, that you do /not/ get reflections at the
>> interface between the drop and the leaf, so you need to make the objects
>> overlap a little bit. I guess that's your main problem ATM.
>
>
>
> Thank you all for your answers.
>
> According to what you all suggested above, I think the most possible problem is
> caused by interface between raindrop nether surface and leaf upper surface. The
> result image attached above is generated in the situation that the raindrop
> nether surface is lower than the leaf upper surface, that is to say, the leaf
> surface traverses the raindrop body.
>
> What I want to ask now is that when the two objects (raindrop and leaf) have the
> exact coincident interface (between raindrop nether surface and leaf upper
> surface), which surface should be upper? The raindrop nether surface is upper or
> lower than leaf upper surface?
>
> Considering the fact, the raindrop is on the leaf surface, therefore I believe
> the raindrop nether surface is upper than the leaf upper surface, am I
> right?
>
> Thank you!
>
Its random. Imho, this is, in some respects, a flaw in how the algorithm
works. There is no "sorting" of the surfaces, to determine which one
"should be" on top, or anything, you just have, "In this one case the
math says surface A is on top, due to limits of precision, but the next
pixel, it says its surface B." I am not even sure if you could do
something like a bsp tree sort, to resolve those sorts of issues, but I
wish someone would come up with something, because there are a lot of
cases where an overlap, or a semi-exact surface to surface touch is
closest to reality, but raytracing just won't allow it to happen.
Anything in a glass, being a good example. lol
--
void main () {
if version = "Vista" {
call slow_by_half();
call DRM_everything();
}
call functional_code();
}
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
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Do your raindrops have hollow and double_illuminate on? If not, it might
make a difference.
-Nekar Xenos-
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From: Alain
Subject: Re: How to render a realistical raindrop on a leaf surface?
Date: 28 May 2010 11:47:22
Message: <4bffe58a@news.povray.org>
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> Do your raindrops have hollow and double_illuminate on? If not, it might
> make a difference.
>
> -Nekar Xenos-
hollow have absolutely nothing to do here. It's one and only function is
to allow an object to contain a media.
As the drops are transparent (rgbt 1), double_illuminate will have no
effect at all.
So, no, having those on can't make any difference.
Alain
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On Fri, 28 May 2010 17:47:22 +0200, Alain <aze### [at] qwertyorg> wrote:
>> Do your raindrops have hollow and double_illuminate on? If not, it mi
ght
>> make a difference.
>>
>> -Nekar Xenos-
>
> hollow have absolutely nothing to do here. It's one and only function
is
> to allow an object to contain a media.
>
> As the drops are transparent (rgbt 1), double_illuminate will have no
> effect at all.
>
> So, no, having those on can't make any difference.
>
>
> Alain
Oops...
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From: Sven Littkowski
Subject: Re: How to render a realistical raindrop on a leaf surface?
Date: 31 May 2010 04:44:53
Message: <4c037705@news.povray.org>
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What we see here is a desert plant in the area of Azhar Munir, the oasis of
the Desert of Sybbia, Kuwait, shortly after the Battle of Kuwait in 1990.
Iraqui troops have destroyed the oil plants of Kuwait, and as a result of
the huge amounts of oil set free, this plant has it's leafs covered by oil
drops.
Well done, Dream!
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