...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: user-list@light.realsoft3d.com
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: user-list@light.realsoft3d.com
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:
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
salt1.54 ->0.351
diamond2.42 ->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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