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 CAD / Ray-Tracing / 3045
     
   
Subject: 
Re: How would you do it?
Newsgroups: 
lugnet.cad.ray
Date: 
Sun, 5 Jun 2011 03:05:43 GMT
Viewed: 
20701 times
  

In lugnet.cad.ray, Timothy Gould wrote:

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, probably about amb=0.8 dif=0.2
* There is a sky sphere
* The camera angle is small

Convert in LDview for better colours.

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
things you see through them are lighter than the original colors, rather than
darker, as in the original rendering. I tried playing with the filter, turning
the filter up from the LDView inserted default of .85 helped some, but not
enough. I'm pretty sure I'm using the same transparent colors.

Also LDView had some issues with converting the sticker (the Skyline logo) that
I had no idea how to fix, so I just copied an old logo in from a previous pov
file that L3P converted and that worked.

   
         
   
Subject: 
Re: How would you do it?
Newsgroups: 
lugnet.cad.ray
Date: 
Sun, 5 Jun 2011 10:02:42 GMT
Viewed: 
20476 times
  

Larry Pieniazek wrote:

However I've got one niggling difference that's bugging me.
The transparent colors seem "lighter" somehow, meaning that
the interiors of things you see through them are lighter
than the original colors, rather than darker, as in the
original rendering.

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 { rgb <1,1,0.99> #if (QUAL > 1) filter 0.65 #end }
finish { ambient 0.65*AMB diffuse 0.65*DIF }
#if (QUAL > 1)
  finish { phong 0.5 phong_size 40 reflection 0.2 }
  #if (version >= 3.1) #else finish { refraction 1 ior 1.25 } #end
  #if (BUMPS) normal { BUMPNORMAL } #end
#end
} #if (version >= 3.1) #if (QUAL > 1) interior { ior 1.25 } #end } #end

I don't know how much of that is original, and how much is my
modifications...


--
Anders Isaksson

 

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