...Here the last one: Metaballs, water, ice scene:-) rendered on my old laptop...
... so here we are again, but I am closing now this chapter because of time black holes:-) the rendering times of this scene takes ca. 12:35 minutes, quality over speed rendering with recursion 6... imagesize 640x480, GI rendering on, only three textures (vsl, mixed and common materials) and of course only "one lightsource"... I have included some metaballs, taken from a realsoft folder as example, very interesting stuff! :-) sky material and own ground creation. best regards, happy renderings, ciao and servus, Frankolino -----Ursprüngliche Nachricht----- Von: "Frank Brübach" <[EMAIL PROTECTED]> Gesendet: 10.06.08 20:13:13 An: [email protected] Betreff: Re: qt: blur for material + refraction + last little scene with glas/ice texture :-) O.K.... - I have found in the manual a little example for "blur" effect, I have understand it so far... but this example with "blur_on" in the "post image effect tab" (select window) was made for an geometric object, isn't it? - Kind regards, Frank -----Ursprüngliche Nachricht----- Von: "Frank Brübach" <[EMAIL PROTECTED]> Gesendet: 10.06.08 19:56:39 An: [email protected] Betreff: Re: qt: blur for material + refraction + last little scene with glas/ice texture :-) Wow! :-) good infos, thanks a lot mark! I can use it, I am sure! :-D question 2: Can I use the blur effect selective for a material/texture, not for the whole scene? I am curious... Bye, see you, Frank -----Ursprüngliche Nachricht----- Von: "Mark Heuymans" <[EMAIL PROTECTED]> Gesendet: 10.06.08 16:22:44 An: <[email protected]> Betreff: Re: qt: refraction + last little scene with glas/ice texture :-) Hi Frank, I wish VSL would use the more familiar Refraction Index instead of this 'optical thickness'. Conversion: Refraction Index = 1 / (1-optical thickness) or optical thickness = 1 - 1/refraction index I found a table with refraction index values for several substances (for yellow light): fluorite: index 1.43 -> thickness 0.3 canada balsam: 1.53 -> 0.346 salt 1.54 -> 0.351 diamond 2.42 -> 0.587 flint glass (light) 1.51 -> 0.338 flint glass (heavy) 1.65 -> 0.394 crown glass (light) 1.51 -> 0.338 crown glass (heavy) 1.61 -> 0.379 ice 1.31 -> 0.237 water 1.33 -> 0.248 So, your values are OK. However, in the test scene I found that there was no total reflection in the prism with values around 0.33, so I just increased optical thickness until I got it. Never mind theory, it's the picture that counts ;) Your ice is looking very nice, procedural bump mapping? good luck, -Mark ------------------------------- My current question: "theme refraction": Optical thickness for a) glass is 0.33, for b) water 0.25 and c) ice 0.236? It's right? A new picture I have added here... rendering times over 24:35 minutes... uargh :-D best wishes, good renderings, Frank _______________________________________________________________________ Jetzt neu! Schützen Sie Ihren PC mit McAfee und WEB.DE. 30 Tage kostenlos testen. http://www.pc-sicherheit.web.de/startseite/?mc=022220 _______________________________________________________________ Schon gehört? Der neue WEB.DE MultiMessenger kann`s mit allen: http://www.produkte.web.de/messenger/?did=3016 _____________________________________________________________________ Der WEB.DE SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! http://smartsurfer.web.de/?mc=100071&distributionid=000000000066
<<attachment: metaballs+sky+water-try4c.jpg>>
