Test: Povanim

(ec2) #1

I wanted to play around with Povanim. Here is a bad model of a glass. There is a TON to learn about Povray’s script language.
update below

(sten) #2

ooh, looks as a nice start !

(paradox) #3

Welcome to the world of rendering glass. Looking good so far. If I had been smart I would have put my glass project under WIP too. Getting these external renderers to do glass takes lots of study and tweaking but keep at it.

(ec2) #4

Thanks ztonzy & paradox

I’m finding that the actual model and lighting is the key to ‘glass’. Well the environment too. For glass material, phong, phong size, ior and interior will ltake some time to get used to. Area lights in Povray are capable of producing soft shadows while ligthing your scene quite nicley. Here I used ‘3 point lighting’ with the main light being an area light (9x9).

I will post more later today hopefully.

(S68) #5

Nice :slight_smile:

and remember glass object are truly beautiful when in a rich environment


(ec2) #6

New render. Bad apple.

(bmax) #7

how about turning on caustics? :smiley:

nice pic, keep working…

(ec2) #8

Update. Caustics. (I have no clue what I’m doing). Lighting changed. Apple textured.

(pofo) #9

Looks great (except I’d never eat that grey apple).
I have to learn one of those raytracers one day (not with this computer though).

http://w1.185.telia.com/~u18510119/stuff/icon_santa.gif pofo

(ec2) #10

Photoshop adjustments.

(Schlops) #11

Simple but impressive.

(ec2) #12


Thanks. I wish I was better at both building complex models and povray, but I will learn more as I go.

(paradox) #13

Nice caustic effect.

(Cativo) #14

wow! just amazing!
I gotta start playing with povray again! :wink:

(jms) #15

Nice work !
Can you post the glass texture text?

(ec2) #16

paradox thanks. Povray’s photon mapping is how the caustic effect was accomplished. I have to read more in the documentation for better results. Your work and others in the completed works section promted me to start looking at povray and povanim again.

Cavito thanks. Blender + Povanim + Povray is a very nice CG solution from the little I know. Yes, play around with it.

jms here are the settings:
pigment{rgbf <1,1,1,0.95>}
finish{phong X phong_size X reflection 0.1}
interior{ior 1.5 }

Note X = some value. Check Povray documentation regarding phong.

I played with the finish (phong, phong_size) and ior values alot until I liked what I had. Then turned on phtons in the global setting and on one lamp (1 of 3 lamps). Here are ior values from Povray’s documentation:

Air_Ior = 1.000292
Amethyst_Ior = 1.550
Apatite_Ior = 1.635
Aquamarine_Ior = 1.575
Beryl_Ior = 1.575
Citrine_Ior = 1.550
Crown_Glass_Ior = 1.51
Corundum_Ior = 1.765
Diamond_Ior = 2.47
Emerald_Ior = 1.575
Flint_Glass_Ior = 1.71
Flint_Glass_Heavy_Ior = 1.8
Flint_Glass_Medium_Ior = 1.63
Flint_Glass_Light_Ior = 1.6
Fluorite_Ior = 1.434
Gypsum_Ior = 1.525
Ice_Ior = 1.31
Plexiglas_Ior = 1.5
Quartz_Ior = 1.550
Quartz_Glass_Ior = 1.458
Ruby_Ior = 1.765
Salt_Ior = 1.544
Sapphire_Ior = 1.765
Topaz_Ior = 1.620
Tourmaline_Ior = 1.650
Water_Ior = 1.33

(ec2) #17

Poor lighting and minimal caustics.

However, it is much better than the blender version here.

(bmax) #18

id use less lights for the apple scene, but maybe a gi globe instead…

(gudi3d) #19

Nice work! I expect you can share with us what you have learned. I am fighting with povanim and povray, but I couldn’t get any nive pic.

(ec2) #20

The original uses three lamps (one is an area). A GI globe might be cool. Hmm. That image has wild caustics because i let povanim determine the number of photons instead of entering a number.