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Thomas de Groot <tho### [at] degrootorg> wrote:
> Absolutely gorgeous scene indeed. While your "experiment" contains the
> danger of never finishing scene building, it is absolutely essential for
> reaching any level of perfection. I do something less extreme than you
> myself, with the result that over the last couple of years my production
> has dramatically fallen ;-) There are other reasons too for this drop
> but those are coming from RL... Anyway, this is a landmark image.
Thank you Thomas. Indeed there was this danger - but in the end it became clear,
that I want to improve by making other images. There is a subtle intuitive
voice, which guided me. I simply wanted to exclude superficial rational
reasoning...
> I suppose continuous render or did you interrupt and continue (+c) a
> couple of times?
No, I used my two machines - the first for doing all the changes and the second
one for rendering. The second machine with 64 Gb RAM is loud and can heat my
whole passiv house - so my window was wide open all the time since xmas ;-) .
> > Happy rendering in difficult times,
> > Norbert
> >
>
> Thanks! My thoughts go to the numerous who are threatened of losing
> their livelihood because of covid19.
My rational side says such things are and will be inevitable. Personally I
conducted some scenario exercises with similar topics in my compony and in the
beginning I was shocked by the outcomes - this pandemie can lend to very deep
economic recessions - and wars.
Times are becoming even more interesting (in the chinese sense - may you live in
interesting times)...
Norbert
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Wow! That's absolutely stunning. Thanks for sharing it.
David Buck
On 2020-04-22 2:24 p.m., Norbert Kern wrote:
> This idyllic (non-realistic) scene is the result of several months of work. It
> took that long because of an experiment.
>
> I was curious about what would happen when only looking long enough at each
> parts of the scene and so detecting not so good parts.
> In fact I detected one flaw after another for three long months.
> So I substituted, changed or retextured nearly all objects, some of them several
> times.
>
> In the end the scene used 155 individual objects - by comparison my recent redo
> of "warm_up" only used 21 meshes.
> So the scene contains 31 animals (9 birds, 7 mammals, 11 insects, 3 frogs and 2
> fishes).
> Since some of them are nearly invisible, I downloaded a 8000*4500 pixel version
> (
>
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.5ea0897b523527c5afdd13e10%40news.povray.org%3E/
> ).
>
> Rendering this version took more than 9 days and 43 GB of RAM were used.
>
> I worked several weeks on an atmosphere alone, but in the end all I did was
> adding a subtle fog effect.
>
> The chief motiv of the image is the contrast of light and shadows as it is
> important in impressionistic painting or gothic architecture.
> I'll explore this topic in my next images more.
>
> Beside this philosophical reasons it was important for me in a more technical
> sense as it is the first image since 15 years developed with assumed_gamma 1.
> I think, I'll stay at this since it is obviously possible to realize strong
> contrasts with assumed_gamma 1...
>
>
> Happy rendering in difficult times,
> Norbert
>
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Hi Norbert,
3 months well spent!
You really are the master of this kind of nature image, certainly what I
inspired to achieve on my attempts but never had the skill and patience to
achieve this level of detail.
Glad you provided the extra large image and also the animals only version so I
could zoom in and spot them. The one I still couldn't see was the Squirrel but I
think even when you don't see/notice these they still add something to the
image.
great work as always.
Sean
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Hi,
It's a marvel. Congratulation.
Pascal
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David Buck <dav### [at] simberoncom> wrote:
> Wow! That's absolutely stunning. Thanks for sharing it.
>
> David Buck
Thanks!
Norbert
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"s.day" <s.d### [at] uelacuk> wrote:
> Hi Norbert,
>
> 3 months well spent!
>
> You really are the master of this kind of nature image, certainly what I
> inspired to achieve on my attempts but never had the skill and patience to
> achieve this level of detail.
>
> Glad you provided the extra large image and also the animals only version so I
> could zoom in and spot them. The one I still couldn't see was the Squirrel but I
> think even when you don't see/notice these they still add something to the
> image.
>
> great work as always.
>
> Sean
Hi Sean,
the squirrel was introduced in february after several previous relocations. But
a later tree needed for shadows hides it now.
Like other meshes I downloaded a free low polygon model without textures and
used the nice displacement feature of Poseray.
Displacement was used on all visible trees and several animals to prevent smooth
shadow borders.
Regarding skills - I envy your modeling and texturing skills since your late
IRTC entries and of course Povcomp. In comparison I'm only good at throwing
objects together in a more or less pleasing manner...
Hopefully we can see more new images from you.
Regards,
Norbert
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Attachments:
Download 'squirrel.jpg' (171 KB)
Preview of image 'squirrel.jpg'
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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> Regarding skills - I envy your modeling and texturing skills since your late
> IRTC entries and of course Povcomp.
Don't we all. He's a singularly focused madman.
Luckily for us, he uses his superpowers for raytracing. :D
> In comparison I'm only good at throwing
> objects together in a more or less pleasing manner...
Yeah - sure. And [the late] [great] Neal Peart was only good at tapping out a
beat in a more or less pleasing manner... :P
> Hopefully we can see more new images from you.
From both of you - please! Amazing scenes such as this one inspire me and get
me to think less about technical / engineering / math projects and more about
real scenes. Especially when there are little notes on how-to and some pearls
of technique wisdom sprinkled about like breadcrumbs to lure me down that
path... :)
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Norbert Kern" <nor### [at] t-onlinede> wrote:
>
> > Regarding skills - I envy your modeling and texturing skills since your late
> > IRTC entries and of course Povcomp.
>
> Don't we all. He's a singularly focused madman.
> Luckily for us, he uses his superpowers for raytracing. :D
>
> > In comparison I'm only good at throwing
> > objects together in a more or less pleasing manner...
>
> Yeah - sure. And [the late] [great] Neal Peart was only good at tapping out a
> beat in a more or less pleasing manner... :P
>
> > Hopefully we can see more new images from you.
>
> From both of you - please! Amazing scenes such as this one inspire me and get
> me to think less about technical / engineering / math projects and more about
> real scenes. Especially when there are little notes on how-to and some pearls
> of technique wisdom sprinkled about like breadcrumbs to lure me down that
> path... :)
Thank you very much!
I'm sorry about the death of Neal Part. In the eighties I was a big Rush fan -
and drums are my favourite instruments (my biggest heros haven't changed since
45 years - Billy Cobham, Ginger Baker and Jon Hiseman...)
Perhaps I should publish some of my methods to throw objects on a scene :-).
By the way - I found a way to fake translucency mapping when using alpha mapped
objects like leaves. Sometimes it is annoying to see partly transparent twigs
when using backlighting and double_illuminate.
I`ll download this test-scene to pb-sf.
I used this method on the big oak left of the center (it's barely visible even
in the big version).
Regards,
Norbert
Post a reply to this message
Attachments:
Download 'faked translucency mapping.jpg' (303 KB)
Preview of image 'faked translucency mapping.jpg'
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Hi(gh)!
On 22.04.20 20:24, Norbert Kern wrote:
> This idyllic (non-realistic) scene is the result of several months of work. It
> took that long because of an experiment.
Lovely mallards! But I still miss a long-haired mustached olive-skinned
swamp gypsy wading waist-deep through this swampy creek... or, maybe, a
lynx on the prowl!
> I was curious about what would happen when only looking long enough at each
> parts of the scene and so detecting not so good parts.
> In fact I detected one flaw after another for three long months.
> So I substituted, changed or retextured nearly all objects, some of them several
> times.
>
> In the end the scene used 155 individual objects - by comparison my recent redo
> of "warm_up" only used 21 meshes.
> So the scene contains 31 animals (9 birds, 7 mammals, 11 insects, 3 frogs and 2
> fishes).
> Since some of them are nearly invisible, I downloaded a 8000*4500 pixel version
> (
>
http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.5ea0897b523527c5afdd13e10%40news.povray.org%3E/
> ).
>
> Rendering this version took more than 9 days and 43 GB of RAM were used.
Ars longa, vita brevis (hopefully not too short!)... how much total RAM?
> I worked several weeks on an atmosphere alone, but in the end all I did was
> adding a subtle fog effect.
>
> The chief motiv of the image is the contrast of light and shadows as it is
> important in impressionistic painting or gothic architecture.
> I'll explore this topic in my next images more.
>
> Beside this philosophical reasons it was important for me in a more technical
> sense as it is the first image since 15 years developed with assumed_gamma 1.
Let us all hope you can render during the coming 150 years...
Transhumanist technologies will also work for the good of raytraced art!
See you in Khyberspace!
Yadgar
Now playing: Earth Born (Kitaro)
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Hi(gh)!
On 24.04.20 19:52, Bald Eagle wrote:
> Yeah - sure. And [the late] [great] Neal Peart was only good at tapping out a
> beat in a more or less pleasing manner... :P
>
...but also (in his younger years) a hot swamp gypsy!
See you in Khyberspace!
Yadgar
Now playing: Panorama (Kitaro)
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