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Took a long time to render and I keep getting close to the memory limit for my
computer. A few radiosity issues mostly because of issues running out of memory,
but it's good enough for now.
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>jhu on date 24/06/2011 06:13 wrote:
> Took a long time to render and I keep getting close to the memory limit for my
> computer. A few radiosity issues mostly because of issues running out of memory,
> but it's good enough for now.
I like the scene, it seems a quietful kitchen.
Paolo
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"jhu" <nomail@nomail> wrote:
> Took a long time to render and I keep getting close to the memory limit for my
> computer. A few radiosity issues mostly because of issues running out of memory,
> but it's good enough for now.
is it CSG?
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"nemesis" <nam### [at] gmail com> wrote:
> "jhu" <nomail@nomail> wrote:
> > Took a long time to render and I keep getting close to the memory limit for my
> > computer. A few radiosity issues mostly because of issues running out of memory,
> > but it's good enough for now.
>
> is it CSG?
All CSG
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On Fri, 24 Jun 2011 06:13:14 +0200, jhu <nomail@nomail> wrote:
> Took a long time to render and I keep getting close to the memory limit
> for my
> computer. A few radiosity issues mostly because of issues running out of
> memory,
> but it's good enough for now.
How did you do the carpet?
--
-Nekar Xenos-
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"Nekar Xenos" <nek### [at] gmail com> wrote:
> On Fri, 24 Jun 2011 06:13:14 +0200, jhu <nomail@nomail> wrote:
>
> > Took a long time to render and I keep getting close to the memory limit
> > for my
> > computer. A few radiosity issues mostly because of issues running out of
> > memory,
> > but it's good enough for now.
>
> How did you do the carpet?
>
> --
> -Nekar Xenos-
It's thousands of pairs of mesh2 triangles. I guess that doesn't quite make it
entirely CSG. But it uses a bit less memory than thousands of thin boxes!
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On 6/24/2011 4:32 AM, Paolo Gibellini wrote:
> >jhu on date 24/06/2011 06:13 wrote:
>> Took a long time to render and I keep getting close to the memory
>> limit for my
>> computer. A few radiosity issues mostly because of issues running out
>> of memory,
>> but it's good enough for now.
> I like the scene, it seems a quietful kitchen.
> Paolo
Indeed, it is very nice! I wish I had a kitchen like it.
--
http://isometricland.com
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"jhu" <nomail@nomail> wrote:
> Took a long time to render and I keep getting close to the memory limit for my
> computer. A few radiosity issues mostly because of issues running out of memory,
> but it's good enough for now.
Some great CSG modelling, like you say a few radiosity issues but aside from
that not much to suggest. I think the textures on the wall and floor look a
little bit grainy for my liking, could be intentional or could be quality
settings. I think the grapes look too solid (they look more like olives than
grapes). They should be slightly translucent, I think just adding a second
diffuse value (e.g. diffuse 0.6 0.4) would help but really should be a full
material e.g.
material {
texture {
pigment { rgbt <0.45, 0.8, 0.1, 0.2> }
finish {
specular 0.2
roughness 0.01
diffuse 0.6 0.4
reflection { 0.002, 0.0001 }
}
normal { dents 0.2 scale 0.01 }
}
interior {
ior 3
fade_power 1001
fade_distance 0.5
fade_color <0.2, 0.3, 0.1>
}
}
was used to generate the attached rather spherical grapes.
I am no expert and have no idea what the correct ior would be for a grape (or if
you should even be using this for grapes) but I think the effect looks more
realistic. Also you would need to adjust the fade_distance and probably colours
(I think your grape colour is better).
I like the rug, it is a difficult object/effect to model and looks really good.
Sean
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![grapes.jpg](/povray.binaries.images/attachment/%3Cweb.4e056b2c86801af1988b44580%40news.povray.org%3E/grapes.jpg?ttop=443866&toff=2000&preview=1)
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Am 25.06.2011 06:59, schrieb s.day:
> I think the grapes look too solid (they look more like olives than
> grapes). They should be slightly translucent, I think just adding a second
> diffuse value (e.g. diffuse 0.6 0.4) would help but really should be a full
> material e.g.
That's what I noticed, too. Though of course I'd suggest trying
subsurface scattering :-)
With radiosity enabled, backside illumination (i.e. using a second
diffuse parameter) should do a nice job as well though, and to be honest
it might be easier to tweak.
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> I am no expert and have no idea what the correct ior would be for a grape (or if
> you should even be using this for grapes) but I think the effect looks more
> realistic. Also you would need to adjust the fade_distance and probably colours
> (I think your grape colour is better).
>
> Sean
>
The ior for the inside of a grape should be slightly larger than water:
Sugary water.
Pure water's ior is 1.33. For a grape, a good value could be around 1.34
to 1.35. Lower for green grape, higher for ripe red or blue grape.
If you don't want to use SSLT, you may use some scattering media with
extinction 0 and fade_color set to the tint of the inside, and
fade_distance. Normaly, green for green grape, but much more yellow for
blue or red grape.
Alain
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