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14 May 2024 13:55:43 EDT (-0400)
  how to integrate povray into Maya (Message 31 to 40 of 46)  
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From: scott
Subject: Re: how to integrate povray into Maya
Date: 30 Oct 2009 04:13:01
Message: <4aeaa00d@news.povray.org>
>> For me the hardest part is getting the lighting correct now, either the 
>> torii are too bright or the floor is too dark in the reflections.  Using 
>> Fresnel should give 100% reflection around the edges of the torii, so I 
>> don't know why the floor is coming out so dark.
>
> Looks to me like you're not getting the right illumination on your floor, 
> and that light intensity falls off drastically towards the horizon...?

Yeh, I'm struggling to replicate the lighting, I'm not sure how they manage 
to get the main scene lit by that box-light (that you can see in the 
reflection, and causing the caustics) but keep the plane well lit all the 
way out.  I could hack together something to boost the lighting out there, 
but it doesn't seem right.


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 30 Oct 2009 09:08:46
Message: <4aeae55e$1@news.povray.org>
clipka wrote:
> nemesis schrieb:
> 
>> Lighting is not quite the same but worse:  he seems to have gone for 
>> surrealism as the liquid inside seems to go beyond the glass sides, 
>> like as if molten with it...
> 
> That's actually realistic.

thinking about it... it turns out perhaps the glass walls came out too 
thick.  That's the problem of taking a reference picture of glass with 
all the refractions set and trying to draw the actual walls from it. 
They're going to be slightly off, sure.  I'll rework it and try a new 
render...


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From: scott
Subject: Re: how to integrate povray into Maya
Date: 30 Oct 2009 10:08:31
Message: <4aeaf35f$1@news.povray.org>
> Looks to me like you're not getting the right illumination on your floor, 
> and that light intensity falls off drastically towards the horizon...?

OK I fixed it.  The dark areas in the reflection are actually the sky, not 
the floor!  So I put a white sky in there (instead of black) and it looks 
exactly right now. (the dark area in the reflection *is* the floor in the 
distance)

Going away for a business trip for a few days so won't be able to post the 
result until later next week - but should give MCPOV a good time to smooth 
out the noise :-)


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From: clipka
Subject: Re: how to integrate povray into Maya
Date: 30 Oct 2009 10:25:19
Message: <4aeaf74f@news.povray.org>
scott schrieb:

> Thanks for the confirmation, it was something that was not really very 
> clear at all in the docs.

I'd even go as far as to say it isn't in the docs at all :-)


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 30 Oct 2009 12:11:15
Message: <4aeb1023$1@news.povray.org>
clipka wrote:
> scott schrieb:
> 
>> Thanks for the confirmation, it was something that was not really very 
>> clear at all in the docs.
> 
> I'd even go as far as to say it isn't in the docs at all :-)

Time to warn Jim Holsenback (is the spelling right?).  Isn't he 
documenting the latest pov?


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From: clipka
Subject: Re: how to integrate povray into Maya
Date: 30 Oct 2009 12:47:39
Message: <4aeb18ab$1@news.povray.org>
nemesis schrieb:
> clipka wrote:
>> scott schrieb:
>>
>>> Thanks for the confirmation, it was something that was not really 
>>> very clear at all in the docs.
>>
>> I'd even go as far as to say it isn't in the docs at all :-)
> 
> Time to warn Jim Holsenback (is the spelling right?).  Isn't he 
> documenting the latest pov?

Well, he's /head/ of the documentation project. I hope he doesn't have 
to do it all on his own...


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From: scott
Subject: Re: how to integrate povray into Maya
Date: 5 Nov 2009 08:44:52
Message: <4af2d6d4@news.povray.org>
> OK I fixed it.  The dark areas in the reflection are actually the sky, not 
> the floor!  So I put a white sky in there (instead of black) and it looks 
> exactly right now. (the dark area in the reflection *is* the floor in the 
> distance)

OK maybe not totally fixed.  I got the lighter reflection bit ok, but now 
the dark areas around the caustics inside the rings are not as black as the 
original.  I give up!


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 5 Nov 2009 11:18:21
Message: <4af2facd@news.povray.org>
scott escreveu:
>> OK I fixed it.  The dark areas in the reflection are actually the sky, 
>> not the floor!  So I put a white sky in there (instead of black) and 
>> it looks exactly right now. (the dark area in the reflection *is* the 
>> floor in the distance)
> 
> OK maybe not totally fixed.  I got the lighter reflection bit ok, but 
> now the dark areas around the caustics inside the rings are not as black 
> as the original.  I give up!

LOL

good enough to me and I wonder about render time.

Yes, either it's too dark or too bright when playing with it.  I also 
tried lots of postprocessing options, to no good.  Mentalray's 
dielectric shader definetely has an edge here, though I wonder about its 
physical plausibility since 2 physical-based renderers were put to try 
to mimic it and could not.  Still, real or not, it looks damn good... :)


-- 
a game sig: http://tinyurl.com/d3rxz9


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From: Nicolas Alvarez
Subject: Re: how to integrate povray into Maya
Date: 11 Nov 2009 10:33:12
Message: <4afad938$1@news.povray.org>
nemesis wrote:
> did you drop the media inside the torii?  Post the changes, man!  if you
> feel like it, that is.  It's not GPL'd... :D

Hmm interesting. If I make a GPL scene, and some modifies it and posts a 
rendered image of it, does it count as a "binary" of the scene, making him 
legally required to post corresponding source, or is it just the result of 
running the program?


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From: nemesis
Subject: Re: how to integrate povray into Maya
Date: 11 Nov 2009 11:34:57
Message: <4afae7b1@news.povray.org>
Nicolas Alvarez escreveu:
> nemesis wrote:
>> did you drop the media inside the torii?  Post the changes, man!  if you
>> feel like it, that is.  It's not GPL'd... :D
> 
> Hmm interesting. If I make a GPL scene, and some modifies it and posts a 
> rendered image of it, does it count as a "binary" of the scene, making him 
> legally required to post corresponding source, or is it just the result of 
> running the program?

http://www.gnu.org/licenses/gpl.html

-- 
a game sig: http://tinyurl.com/d3rxz9


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