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Here's a detail shot of the boulder
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Attachments:
Download 'rwmglasssculpture_detail3.jpg' (1123 KB)
Preview of image 'rwmglasssculpture_detail3.jpg'

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Op 10/12/2022 om 01:56 schreef Robert McGregor:
> Hi all, Happy Holidays!
>
> I had two days of unexpected downtime earlier this week and made the "mistake"
> of firing up POV-Ray for the first time in almost a year! As always, one thing
> led to another and down the rabbit hole I went...
>
> I wanted to make a photorealistic CG scene that merged seamlessly (more or less)
> with an HDR environment. This is something that I've done before, but I wanted
> to try and get a more photorealistic end result than my previous images have
> achieved.
>
Hi Robert!
This is a most excellent work (again). I guess that you have pretty well
achieved your primary goal: merging the HDR environment with the CG
scene. Knowing what you have done and scrutinising the final render, it
is very hard to see where both blend together. An unprepared watcher
would be unaware of the blend. Very well done.
I love the shards sculpture. How would it look backlighted? or at night
with some (discrete) illumination inside?
The rock is spot on. It stresses the need to use high-resolution image
maps for this kind of work indeed.
And I acknowledge your detailed and careful explanation of the scene
building.
Welcome back btw. You should do more of this stuff. :-)
--
Thomas
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Robert,
Great integration, beautiful rocks and scene.
The initial response i thought of "did you forgot the photon switch?"
I love the glass object, but sadly its glassiness also makes it look kind of
flat. The self shadowing gets lost. Compare the black & white image with the
colour one.
The half colour, half b&W image is very intriguing. As if the sphere has a
transition from stone to glass.
To give the glass object some more self shadowing, maybe an absorbing media
inside would help. Or photons.
ingo
"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> Hi all, Happy Holidays!
>
> I had two days of unexpected downtime earlier this week and made the "mistake"
> of firing up POV-Ray for the first time in almost a year! As always, one thing
> led to another and down the rabbit hole I went...
Post a reply to this message
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Op 10-12-2022 om 08:34 schreef Thomas de Groot:
> The rock is spot on. It stresses the need to use high-resolution image
> maps for this kind of work indeed.
>
I forgot: Maybe add a normal_map based on the image map to add some
micro-structure/roughness to the rock surface?
--
Thomas
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"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> "Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> > Here's a low-res comp of the untextured scene objects versus textured final
> > render.
>
> Here's the HD resized final render.
That's pretty cool!
Those rocks are _extremely_ realistic looking. Presumably there is no visible
seam on the surface?
I'd say that the environment map is --- too blurry, and it makes everything else
which is sharp - "float".
Maybe if you can sharpen the ground, or overlay a fading mimic of the paving so
that the sharp-to blurry transition mimics focal blur, that would help.
Perhaps some intermediate object behind the ball and the blurry background would
help ease the transition as well.
Also, maybe adding a bit of real focal blur to soften the ring behind the
center.
That sphere is cool, but the closeups look better than the overall sphere.
Maybe increase the chip size or make it a little more sparse to get that glass
look. From far away it all just sort of blend in together, and you lose the
amazing texture that you've highlighted in the closeup.
Nice project to take up to get you back into the addiction :D
- BW
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I would say you are spot on, I am having trouble working out which parts are HDR
background and which are rendered. At first I thought it was just the
plane/rocks/sphere until I spotted the povray logo on the building so now I
assume the trees next to the steps are also part of your scene? If so then good
job matching them to the HDR trees also to add to the illusion.
The glass sculpture is great, I can only imagine how slowly it renders ;-)
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Le 2022-12-14 à 04:20, s.day a écrit :
> I would say you are spot on, I am having trouble working out which parts are HDR
> background and which are rendered. At first I thought it was just the
> plane/rocks/sphere until I spotted the povray logo on the building so now I
> assume the trees next to the steps are also part of your scene? If so then good
> job matching them to the HDR trees also to add to the illusion.
>
> The glass sculpture is great, I can only imagine how slowly it renders ;-)
>
>
>
Missed the POV-Ray building and it's POV-Ray logos.
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Op 14/12/2022 om 18:51 schreef Alain Martel:
> Le 2022-12-14 à 04:20, s.day a écrit :
>> I would say you are spot on, I am having trouble working out which
>> parts are HDR
>> background and which are rendered. At first I thought it was just the
>> plane/rocks/sphere until I spotted the povray logo on the building so
>> now I
>> assume the trees next to the steps are also part of your scene? If so
>> then good
>> job matching them to the HDR trees also to add to the illusion.
>>
>> The glass sculpture is great, I can only imagine how slowly it renders
>> ;-)
>>
>>
>>
> Missed the POV-Ray building and it's POV-Ray logos.
Me too!
So... /those/ are the POV-Ray headquarters?! Well, well, well...
--
Thomas
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Hi(gh)!
On 15.12.22 08:28, Thomas de Groot wrote:
> So... /those/ are the POV-Ray headquarters?! Well, well, well...
The POV-Ray headquarters is located in Port Whatmough on Whatmough (HD
28185 b IV), will have been erected in 2242 CE and communicates via
intertemporal tachyon broadcast with us!
See you in Khyberspace!
Yadgar
Now playing: Gone at Last, demo version (Paul Simon and The Jessy Dixon
Singers)
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This is great.
I too am having trouble seeing where the light probe starts and the rendered
scene ends - I assume the trees and sky are part of the environment, but I can't
tell with the building (particularly with those POV logos!).
I love the concept for the sphere, but it seems curiously hard to comprehend,
visually speaking. Although I suspect a real-life version would look similarly
weird until one got close up to it. Great work with the rocks, I like a good
POVRay boulder - having tried myself, I can appreciate how hard they are to get
looking real.
Also, I appreciate the detail views - were they dedicated zoomed renders, or was
the original large enough that you could crop them out?
Bill
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