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Rerun of an old scene, with lower perspective, different env map and focal blur
(of course...).
-tgq
 
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Download '1957 chevrolet bel air.jpg' (531 KB)
 
  
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On Sat, 12 Feb 2011 20:50:27 -0500, Trevor G Quayle wrote:
> Rerun of an old scene, with lower perspective, different env map and
> focal blur (of course...).
Very nice - one question, though, is it just me, or do the headlights 
look odd?
Jim
 
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"Jim Henderson" <nos### [at] nospam com> schreef in bericht 
news:4d574402$1@news.povray.org...
> On Sat, 12 Feb 2011 20:50:27 -0500, Trevor G Quayle wrote:
>
>> Rerun of an old scene, with lower perspective, different env map and
>> focal blur (of course...).
>
> Very nice - one question, though, is it just me, or do the headlights
> look odd?
I think they need some more subdivision as the mesh seems to be too crude.
Thomas
 
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "Jim Henderson" <nos### [at] nospam com> schreef in bericht
> news:4d574402$1@news.povray.org...
> > On Sat, 12 Feb 2011 20:50:27 -0500, Trevor G Quayle wrote:
> >
> >> Rerun of an old scene, with lower perspective, different env map and
> >> focal blur (of course...).
> >
> > Very nice - one question, though, is it just me, or do the headlights
> > look odd?
>
> I think they need some more subdivision as the mesh seems to be too crude.
>
> Thomas
That's part of it.  The mesh I'm using (from elsewhere( is not refined enough as
can be seen around the wheel well and whell itself.
I think there is more issues with the headlight than just that though.  One
problem that always comes up, is these models come with a single layer mesh for
the window, headlight glass etc, which, when rendered as glass in POV becomes
infinitely thick, so I have to manually manipulate the mesh to add a second
layer so the glass has thickness.  Typically for older style head lights, the
interior surface of the glass is not smooth, but facted.  Perhaps I should try
adding some normals to them.
-tgq
 
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Am 13.02.2011 02:50, schrieb Trevor G Quayle:
> Rerun of an old scene, with lower perspective, different env map and focal blur
> (of course...).
I think it's a bit /too/ much focal blur to look realistic.
Note that the aperture parameter is the diameter of the camera opening 
in POV units. To give a proper sense of scale, it should be in the order 
of magnitude of a human eye's pupil.
 
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On Sun, 13 Feb 2011 09:24:56 -0500, Trevor G Quayle wrote:
> That's part of it.  The mesh I'm using (from elsewhere( is not refined
> enough as can be seen around the wheel well and whell itself.
> 
> I think there is more issues with the headlight than just that though. 
> One problem that always comes up, is these models come with a single
> layer mesh for the window, headlight glass etc, which, when rendered as
> glass in POV becomes infinitely thick, so I have to manually manipulate
> the mesh to add a second layer so the glass has thickness.  Typically
> for older style head lights, the interior surface of the glass is not
> smooth, but facted.  Perhaps I should try adding some normals to them.
Ah, that explains it - I couldn't quite put my finger on what looked odd.
Thanks for that, and even with that issue, it's a fantastic image. :-)
Jim
 
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clipka <ano### [at] anonymous org> wrote:
> Am 13.02.2011 02:50, schrieb Trevor G Quayle:
> > Rerun of an old scene, with lower perspective, different env map and focal blur
> > (of course...).
>
> I think it's a bit /too/ much focal blur to look realistic.
>
> Note that the aperture parameter is the diameter of the camera opening
> in POV units. To give a proper sense of scale, it should be in the order
> of magnitude of a human eye's pupil.
Focal blur is meant to be more photographic than human eye.
Thanks for the info on what the aperture number means, never really knew before.
 I'll see if I can figure out a way to translate it to camera aperture.
-tgq
 
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Am 14.02.2011 14:57, schrieb Trevor G Quayle:
> Focal blur is meant to be more photographic than human eye.
>
> Thanks for the info on what the aperture number means, never really knew before.
>   I'll see if I can figure out a way to translate it to camera aperture.
With the aperture wide open, it would be the lens diameter. But you 
wouldn't normally use that in good daylight - at least not with 
conventional photographic cameras. I don't know about digicams.
With other aperture settings, just take any camera, look at its lens - 
you should see the aperture in there - and use the /apparent/ diameter 
of the aperture.
I guess in professional photograpy the aperture will typically be set to 
something that comes close to the human eye, too, whenever there is 
something visible in the foreground - if only to prevent the shot from 
looking oddly miniature-ish. Where large aperture settings are used for 
effect, you'll typically see either no foreground elements at all, or 
they're blurred as hell.
BTW, shots with a gradual transition from foreground to motif - e.g. the 
pavement in your shot - are worst of all I guess.
 
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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> Rerun of an old scene, with lower perspective, different env map and focal blur
> (of course...).
>
> -tgq
1967 Chevrolet Camaro SS.  Much nicer mesh.  Also, has hidden headlights, so no
concern with odd looking headlight modelling.
And less focal blur for clipka :)
-tgq
 
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Download '1967 chevrolet camaro ss.jpg' (196 KB)
 
  
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On 02/14/2011 04:40 PM, Trevor G Quayle wrote:
> 1967 Chevrolet Camaro SS.  Much nicer mesh.  Also, has hidden headlights, so no
> concern with odd looking headlight modelling.
> 
> And less focal blur for clipka :)
> 
> -tgq
getting closer (car-wise) ... the scene looks great. Now lets see one of
a Ford Cobra ... blue with big white stripe, or are you strictly a GM fan?
 
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