POV-Ray : Newsgroups : povray.binaries.images : ...ok, me too (100kb jpg) : Re: ...ok, me too (100kb jpg) Server Time
1 Aug 2024 12:23:39 EDT (-0400)
  Re: ...ok, me too (100kb jpg)  
From: Kirk Andrews
Date: 3 Dec 2008 14:20:01
Message: <web.4936db974d69c96f198b63d90@news.povray.org>
stbenge <THI### [at] hotmailcom> wrote:
> stbenge wrote:
> > Kirk Andrews wrote:
> >> What kind of
> >> compositing are you doing?
> >
> > I use Rune's illusion.inc file which lets you place an image into a
> > scene based on the camera view. I do this with the beta version of POV,
> > because it supports the .hdr format. I will explain my method in more
> > detail later; I'm in a hurry!
>
> Kirk, here's the link leading to Rune's illusion.inc file:
>
> http://runevision.com/3d/include/
>
> This is one of the most versatile include files I've ever used. I have
> modified the code to work with HDR images, but I may need to contact
> Rune for permission to post it.
>
> The basic idea for compositing images in POV is to pre-render parts of
> the scene and paste them back onto the objects for another render pass.
> For instance, in this scene of the clay/stone guy I rendered the
> height_field without anything in front of it first. I simply added
> no_shadow to the stone character. Then I projected the HF render back
> onto the HF, and rendered the character along with it. At this point I
> had two renders, one of just the HF rocks, and another with the rocks
> and character. I applied the HF render to the HF, and the
> character+rocks render to the character. With both images applied their
> respective objects, I then rendered the scene with high-sample focal
> blur, which took a ridiculously *short* amount of time.
>
> It's better to use HDR images for all this, which is why you may want
> the modified illusion.inc code. It's also important to render the
> backdrop first, and render the front objects in steps, so that you do
> not end up with any strange outlines. You can get away with doing
> partial renders. If you use this technique for reflecting or refracting
> objects, be sure you are able to cope with possible inaccuracies. Also,
> using this method for focal blur+grass or similar objects may be
> exceedingly difficult. That is, unless you don't mind the horrible
> artifacts.
>
> I hope this helped. I *should* make a tutorial illustrating this method,
> though I need to contact Rune before I do so.
>
> Sam

Thanks, Sam.  If you ever do make a tutorial about it, I'd like to see it.


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