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I made this simple tutorial. Perhaps it may be useful to someone:
http://warp.povusers.org/povtips/
--
- Warp
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Nice. This is simple advice that, because it's simple, probably doesn't get
said enough.
- Slime
[ http://www.slimeland.com/ ]
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Warp <war### [at] tagpovrayorg> wrote:
> I made this simple tutorial. Perhaps it may be useful to someone:
>
> http://warp.povusers.org/povtips/
>
> --
> - Warp
Great tips, Warp. I often forget about things like focal blur and get
bogged down in tuning the radiosity, photons, media, etc. Sometimes simple
tricks like that can do more for a scene than all the fancy number
crunching.
--Lonster
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Truly excellent, warp! I love the simplistic approach, the iterative build
process and the very high quality result. The planks look really
wonderful, specially using nothing more than normals!
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Warp <war### [at] tagpovrayorg> wrote:
> I made this simple tutorial. Perhaps it may be useful to someone:
>
> http://warp.povusers.org/povtips/
>
> --
> - Warp
I wish you had written this when I started Poving. I picked up a few
pointers as it is. (Well 4 actually :-)
Stephen
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nemesis <nam### [at] gmailcom> wrote:
> Truly excellent, warp! I love the simplistic approach, the iterative build
> process and the very high quality result. The planks look really
> wonderful, specially using nothing more than normals!
Thanks.
I think people too often dismiss normal perturbation tricks because they
can't get them look good, and the reason is that they don't know how to
use slope maps.
I have actually written a small slope map tutorial which will probably
be included in the pov3.7 documentation. Look forward to it.
--
- Warp
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Warp <war### [at] tagpovrayorg> wrote:
> I have actually written a small slope map tutorial which will probably
> be included in the pov3.7 documentation. Look forward to it.
This is excellent news! slope_maps are tricky to get right indeed!
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Hi Warp,
very nice and understandable.
I like the idea of the backlight. And making it
green makes it look as if there is a window where
you would see the woods and so green light
causes the radiosity like effect in a much simpler
way.
As these are 4 independant enhancements, addi-
tional to the path of applying all 4 enhancements
one after another, I'd like to see any of the 16
result images one would get, when applying an
combination of those 4 tips.
That would be cool to determine which effects
one wants for an own scene.
At least you could show the same path of enhance-
ments with the simple shiny monocolored floor, as
you say it's a matter of taste what to use here.
I have some additional: If objects look far to streched
or skewed you might be too close with the (pinhole)
camera. Choosing a more realisitic camera model or
just putting the camera farer and shortening the left and
right vectors can also make the image look more
realistic.
Changing the position or angles of objects slightly
might also lead to a better scenery. When rendering a
series of pictures (eg by using the clock), you might
find the ideal angle for a certain highlight, reflection,
refraction or even photon mapping.
It's good to do this with a simpler setup, perhaps just
after having applied the finish to the objects, as this of
course takes it's time. Don't take too little steps,
start with a rough change of angles, then take the
best result and modify it's angles in smaller steps.
That helps finding the right angle without too much
renderings.
Bye, Olaf.
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From: Thomas de Groot
Subject: Re: 4 tips to improve a simple POV-Ray scene
Date: 5 Dec 2006 08:10:19
Message: <45756fbb@news.povray.org>
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"Warp" <war### [at] tagpovrayorg> schreef in bericht
news:457548a9@news.povray.org...
>
> I think people too often dismiss normal perturbation tricks because they
> can't get them look good, and the reason is that they don't know how to
> use slope maps.
>
> I have actually written a small slope map tutorial which will probably
> be included in the pov3.7 documentation. Look forward to it.
>
Excellent tutorial, Warp.
With every scene, one should ask oneself the question: "Have I followed
Warp's 4 tips?", and if no, "Why?" :-)
Slope_map is indeed tricky. Looking forward to that one!!
Thomas
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"Warp" <war### [at] tagpovrayorg> wrote in message
news:457548a9@news.povray.org...
> nemesis <nam### [at] gmailcom> wrote:
> > Truly excellent, warp! I love the simplistic approach, the iterative
build
> > process and the very high quality result. The planks look really
> > wonderful, specially using nothing more than normals!
>
> Thanks.
>
> I think people too often dismiss normal perturbation tricks because they
> can't get them look good, and the reason is that they don't know how to
> use slope maps.
>
> I have actually written a small slope map tutorial which will probably
> be included in the pov3.7 documentation. Look forward to it.
>
> --
> - Warp
I have to say I have never tried slope maps. I look forward to your
tutorial, and might just try some things out before then.
nice 4 tips page too.
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