dear realsoft user, some corrections added here:

...sorry I have forgotten to switch the "light" on:-) therefore the last scene 
was too dark ;-)

Now the rendering times increase to over 30 minutes... the problem: metaballs 
spheres needs these power to render + gi rendering. 

A new vsl shader (right sphere) mixed with other ones...

bye, best wishes with realsoft, Frankolino, nice day and perhaps somebody can 
use some hints and advices here


-----Ursprüngliche Nachricht-----
Von: "Frank Brübach" <[EMAIL PROTECTED]>
Gesendet: 25.06.08 09:59:21
An: [email protected]
Betreff: Re: switch the light on! :-) metaballs, ice, water scene

...sorry I have forgotten to switch the "light" on:-) therefore the last scene 
was to dark ;-)

Now the rendering times increase to over 30 minutes... gi rendering and a new 
vsl shader (right sphere)...

bye, Frankolino

-----Ursprüngliche Nachricht-----
Von: "Frank Brübach" <[EMAIL PROTECTED]>
Gesendet: 24.06.08 12:37:05
An: [email protected]
Betreff: Re: metaballs, ice, water scene:-)

...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






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