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 CAD / Ray-Tracing / * (-20)
  Re: Rendering with Motion Blur: My first Motion Blur Video is online
 
Hello Lugnet Trains! Writing answers on your own post might be considered as bad style (like uploading fuzzy megapixel pictures displaying mainly untidy LEGO building tables); but now that fun has returned to Lugnet I dare to do... :-)) If you like (...) (13 years ago, 22-Sep-11, to lugnet.trains, lugnet.cad.ray, FTX)
 
  Re: Rendering with Motion Blur: Update on latest render tests
 
In lugnet.trains, Reinhard "Ben" Beneke wrote: Hi all, right now the machine is runnung at 100% processor power to generate 1600 pictures for a small animation with motion blur (blur created by layers of 4 rendered pictures / final picture). The (...) (13 years ago, 21-Sep-11, to lugnet.trains, lugnet.cad.ray, FTX)
 
  Rendering with Motion Blur: MegaPov vs. Overlaying Multiple Pictures
 
Hello to all train heads, since some life has returned to Lugnet.trains, I may use this opportunity to give a little info on my latest render experience. A few weeks ago I was looking for motion blur effects (to generate more realism in animations (...) (13 years ago, 19-Sep-11, to lugnet.trains, lugnet.cad.ray, FTX)
 
  POV dat - 3626bp07.dat - Minifig Head with Freckle Nose and Standard Grin Pattern - POV  [DAT]
 
0 Minifig Head with Freckle Nose and Standard Grin Pattern - POV 0 Name: 3626bp07.dat 0 Author: Damien Roux [Darats] 0 !LICENSE Redistributable under CCAL version 2.0 : see CAreadme.txt 0 // Inline POV code generated by MFHead v0.27 0 // Using code (...) (13 years ago, 10-Aug-11, to lugnet.cad.ray, lugnet.cad.dat.parts)
 
  POV dat - 3626bph5 - Minifig Head with Vincent Crabbe/Ron Weasley Pattern - POV  [DAT]
 
0 Minifig Head with Vincent Crabbe/Ron Weasley Pattern - POV 0 Name: 3626bph5.dat 0 Author: Andy Westrate [westrate] 0 Unofficial Part 0 // using DAT code from LDRAW_ORG Part UPDATE 2010-02 0 !LICENSE Redistributable under CCAL version 2.0 : see (...) (13 years ago, 9-Aug-11, to lugnet.cad.ray, lugnet.cad.dat.parts)
 
  POV dat - 3626b289 - Minifig Head with Thick Brown Eyebrows, Smirking Face - POV  [DAT]
 
0 Minifig Head with Thick Brown Eyebrows, Smirking Face - POV 0 Name: 3626b289.dat 0 Author: J.C. Tchang [tchang] 0 !LDRAW_ORG Unofficial_Part 0 !LICENSE Redistributable under CCAL version 2.0 : see CAreadme.txt 0 // Inline POV code generated by (...) (13 years ago, 9-Aug-11, to lugnet.cad.ray, lugnet.cad.dat.parts)
 
  Re: How would you do it?
 
(...) Yes, there are parallel lights that work just like orthographic cameras. Check the docs. This way you will get uniform lighting on every object in the scene. Mike (13 years ago, 24-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) I am using an orthographic camera because I don't want perspective at all. I didn't try parallel lights. (there are such? or do you mean area?) That may be what I need to correct the shading differences. One thing I'm still chasing is that I (...) (13 years ago, 22-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) FastRad is a good choice for this scene. I would also use a parallel camera and lights. Mike (13 years ago, 22-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) Could be an effect of the 'ambient' value for the transparent colors. If you look at the pov file I sent you, you can see that I have used the following for color47: #declare Color47 = #if (version >= 3.1) material { #end texture { pigment { (...) (13 years ago, 5-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) Thanks for the tips... I used LDView to conver, and got a render that's much closer to the original. However I've got one niggling difference that's bugging me. The transparent colors seem "lighter" somehow, meaning that the interiors of (...) (13 years ago, 5-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) --snip-- (...) To take a stab at it: * The light is very high. You'll have to tweak its angle. * If you use an area_light you'll probably get the soft shadow edges * Reflection is turned off or very low * The ground has a fairly high ambience, (...) (13 years ago, 3-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) Received and replied with a zip of the .pov file and accompanying images. The settings for the brighter render is probably in the out-commented light settings in the .pov file (and without radiosity) - I don't know for sure, I fiddled so much (...) (13 years ago, 3-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) Hi Anders! I sent a note requesting it to the address shown in your post, is it still correct? Mine is, so you can use that one to send it. I really like the way that image looks (as well as the next one in the Brickshelf gallery) so would be (...) (13 years ago, 3-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) If I understand it correctly, 'ambient' is what you see if all lights are off. I usually turn this down very low (zero). 'Diffuse' is reflected light from other surfaces, you'd want quite a lot of that. (...) Yes, I think the default (...) (13 years ago, 2-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) Actually, the sum of *all* your lights should not be too much over <1,1,1> as some parts of the image may be saturated. I usually use 0.5-0.7 for the *brightest* light, and 0.1-0.3 for filler lights. Remember it's easy to modify light (...) (13 years ago, 2-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) How bright is "not too bright"? These lights don't obey the r**2 law like real lights do, right? I noticed that if I have several rgb<1,1,1> lights the scene seems "overilluminated" Do you use .5 or so for the not too bright ones? (13 years ago, 2-Jun-11, to lugnet.cad.ray)  
 
  Re: How would you do it?
 
(...) I am considering using parallel instead of a light source that's very far away... I don't think Jeroen used "parallel" for his source(s) because the shadow angles are steeper in the foreground. (this will be less pronounced with light sources (...) (13 years ago, 2-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) Looking at the lighting, I'm pretty sure he used radiosity and prolly his FastRad library. I might still have a copy lemme poke around. -Orion (13 years ago, 2-Jun-11, to lugnet.cad.ray)
 
  Re: How would you do it?
 
(...) I'm 99++% certain that's not the case, given the input data Jeroen was able to recover for me. I think removing reflections would be a lot of work, better to change the properties of the surface to get them not to happen. (13 years ago, 2-Jun-11, to lugnet.cad.ray)


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