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[Guide] Rendering LDraw models using POV-Ray

LDraw POV-Ray Rendering render

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#201 Calabar

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Posted 26 September 2012 - 06:11 PM

View PostShroud, on 26 September 2012 - 05:37 PM, said:

(User Account Control) was the issue and once I turned it off the rendering work straight away.
UAC is one of the best protections inside Windows, and turn it off is not a good idea.
Try starting Powray with the proper right instead.
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#202 hrontos

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Posted 26 September 2012 - 06:16 PM

View PostCalabar, on 26 September 2012 - 06:11 PM, said:

UAC is one of the best protections inside Windows, and turn it off is not a good idea.
Try starting Powray with the proper right instead.

I agree. I have also UAC enabled and POV-Ray 3.7 works without any problems. Rendering software is not good enough reason to turn off UAC.

Edited by hrontos, 26 September 2012 - 06:16 PM.


#203 C3POwen

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Posted 30 September 2012 - 11:52 AM

View PostPalathadric, on 23 September 2012 - 07:38 PM, said:

Was rendering this set, and was a bit...disturbed...by the colour results for the crown. I used chrome gold, but don't know if I should use a different colour or if there's some way the colour can be fixed? :sceptic:
The Chrome Gold colour is correct, but the definition of the colour in the "lg_colors.inc" file is not. When updating the colour definitions, my main priority was solid and transparent colours, with some metallic colours.

I shall try and create a more accurate version of Chrome Gold (and Chrome Silver), as it should be more yellow, with perhaps less mirror-like reflection.

#204 Palathadric

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Posted 30 September 2012 - 03:39 PM

Okay, thanks! :wub:
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#205 MarkusOSX

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Posted 16 October 2012 - 04:52 PM

My last render with PovRay 3.7

Image

Greetz

Markus

Edited by Calabar, 17 October 2012 - 08:26 AM.
Oversized image converted in text link (maximum size allowed is 800x600)

Posted Image

#206 Shroud

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Posted 20 October 2012 - 02:07 AM

View PostMarkusOSX, on 16 October 2012 - 04:52 PM, said:

My last render with PovRay 3.7

Image

Greetz

Markus

Might I recommend some different light settings? I played around a lot with them to get it right (Not perfect yet), also used one shadow and only two lights.

If you like open the pov file in POV Ray and replace the code for the lights with this:

light_source {
  <100,100,0>
  color 30/100*ldd_light_color
  shadowless
  transform { ldd_camera_transformation }
}

light_source {
  <-100,100,0>
  color 50/100*ldd_light_color
  area_light 5, 5, 10, 10
  adaptive 1
  jitter
  circular
  orient
  transform { ldd_camera_transformation }
}

I use that as standard but for darker mocs use this:

light_source {
  <100,100,0>
  color 90/100*ldd_light_color
  shadowless
  transform { ldd_camera_transformation }
}

light_source {
  <-100,100,0>
  color 70/100*ldd_light_color
  area_light 5, 5, 10, 10
  adaptive 1
  jitter
  circular
  orient
  transform { ldd_camera_transformation }
}

light_source {
  <0,100,0>
  color 20/100*ldd_light_color
  shadowless
  transform { ldd_camera_transformation }
}

light_source {
  <0,0,1>
  color 30/100*ldd_light_color
  parallel
  shadowless
  transform { ldd_camera_transformation }
}

An example of a dark Moc can be found here with those light settings.
Posted Image

#207 Palathadric

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Posted 20 October 2012 - 11:59 AM

Interesting. I want to play around with these settings a bit and see what I come up with. Thanks for sharing.
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#208 TotalyWicked

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Posted 27 October 2012 - 05:50 AM

I am new to POVRay, and i am having a small problem.

In LoeCad/MLCad/ Lview model displays fine, however when I render it in POV ray I get a blank screen.

Anyone has an idea why?

Download 3740.Dat

#209 Palathadric

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Posted 27 October 2012 - 03:13 PM

Save it as a .ldr file type. It renders fine then, from what I've seen.
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#210 TotalyWicked

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Posted 27 October 2012 - 05:36 PM

Thanks changing from .DAT to .LDR worked...

#211 Palathadric

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Posted 15 November 2012 - 10:55 PM

I've been working on some MOCs for a Heroica quest I'm planning, and I wanted to make a model with water, so I was planning on using 5-6 layers of transparent blues for the water. Well, it turns out POV-Ray hates transparency ( :tongue: ) and I couldn't get the model to render. I knew it would take a long time, but...
Finally, I settled for a tryout render:
Posted Image
Believe it or not, this render took over 20 hours to run and it's just two layers of transparent blue over a brown 4 x 4.

Since I'm posting pictures, I may as well post some other MOCs I've been doing using POV-Ray for you viewing pleasure.
Hope you enjoy,

Posted Image

Posted Image

Posted Image
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#212 TotalyWicked

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Posted 16 November 2012 - 06:48 AM

Palathadric,
back_gate3.jpg looks amazing. Is there a bigger rendering???
All it missing (in my opinion) is some DOF... I believe it’s called Focal Blur in povray.
A slightly blurred background, would put this pic over the top...

Edited by TotalyWicked, 16 November 2012 - 06:50 AM.


#213 Palathadric

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Posted 16 November 2012 - 08:21 AM

Thanks! How do I add Focal Blur to a rendering? I'm not really that adept a POV-Ray user. I actually rendered the image with a transparent background in POV-Ray and then added the sky in Photoshop. I'm not very adept at Photoshop either. :sceptic:
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#214 TotalyWicked

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Posted 16 November 2012 - 04:46 PM

I have not played around with DOF yet. Ill try to experement with it a bit next week.

Here is an DOF example. Hopefully you will find it usefull.

http://www.f-lohmuel...t/camera_e2.htm

Also, you said that you add background in Photoshop afterwards. I think if you add background in povray and render it it will give you a better end result. The reason being is that brick will reflect background colors instead of white background adding to realism.


Edited by TotalyWicked, 16 November 2012 - 04:47 PM.


#215 TotalyWicked

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Posted 18 November 2012 - 05:18 AM

Ok, i have tried DOF/Focal Blur - I think it came out relatively good, after about 5 min of playing with settings.

Basically all you need to do is add these lines to camera.

// focal blur settings:
focal_point <0,0,0> // This point is in focus 'sharp'
aperture 50 // More = more blurring
blur_samples 200 // More = higher quality
confidence 0.9 // How close to the correct color, 0 ~ 1, default 0.9
variance 1/128 // smallest displayable color difference

To find a right focal_point I have created a sphere at the desired location, than copied sphere’s XYZ into this field
For aperture it was a guess work. I did few test renders till I was happy with it.

I hope this helps.


Simple renders with Fast Radiosity and DOF/Focal Blur

Posted Image

Posted Image

Edited by TotalyWicked, 18 November 2012 - 06:21 AM.


#216 Palathadric

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Posted 18 November 2012 - 06:50 PM

Wow those, are neat. Where do you insert the focal blur or is there already a place for it automatically in the POV-Ray file generated by LDView. Sorry, I can't check. My computer just crashed again, and I think this time I just need to stop doing hard drive repairs myself and just buy a new hardrive to put in. :hmpf:  :sad:
I haven't gotten radiosity to work, I think I heard somewhere that you need megapov installed as well to use it...but I'm not sure if that's true or not. Also, can I use a normal .jpg image as a backround, or how does making a background work?
Thanks, TW!
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#217 seb/vdn

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Posted 18 November 2012 - 07:00 PM

Very thanks for the tutorial and other tips.
bye.
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#218 TotalyWicked

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Posted 19 November 2012 - 04:51 AM

View Postseb/vdn, on 18 November 2012 - 07:00 PM, said:

Very thanks for the tutorial and other tips.
Sure thing.

View PostPalathadric, on 18 November 2012 - 06:50 PM, said:

Wow those, are neat.
Thank you!!!


View PostPalathadric, on 18 November 2012 - 06:50 PM, said:

Where do you insert the focal blur or is there already a place for it automatically in the POV-Ray file generated by LDView.
You can insert it under //camera . LDView code for it looks something like this:
// Camera
#ifndef (LDXSkipCamera)
camera {			
#declare LDXCamAspect = image_width/image_height;
location LDXCameraLoc
sky LDXCameraSky
right LDXCamAspect * < -1,0,0 >
look_at LDXCameraLookAt
angle 57.679672



View PostPalathadric, on 18 November 2012 - 06:50 PM, said:

can I use a normal .jpg image as a backround, or how does making a background work?
Yes you can use .jpg as background images....
I am switching from 3.6 to 3.7 so i can play around with HDR(I), maybe after i am done il'll post a quick tutorial.
See this link for background info

#219 TotalyWicked

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Posted 20 November 2012 - 02:17 PM

Here is another quick test.
This time its a fisheye lens...
i am not really sure iof i am happy with this render, but its good enough to show the effect....

To creat a fisheye lens all you need to do is add fisheye and change the angle to about 180

camera { fisheye
#declare LDXCamAspect = image_width/image_height;
location LDXCameraLoc
sky LDXCameraSky
right LDXCamAspect * < -1,0,0 >
look_at LDXCameraLookAt
angle 180
}

Posted Image

Edited by TotalyWicked, 22 November 2012 - 04:59 AM.


#220 C3POwen

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Posted 21 November 2012 - 06:45 PM

View PostTotalyWicked, on 18 November 2012 - 05:18 AM, said:

Ok, i have tried DOF/Focal Blur - I think it came out relatively good, after about 5 min of playing with settings.

To find a right focal_point I have created a sphere at the desired location, than copied sphere’s XYZ into this field
For aperture it was a guess work. I did few test renders till I was happy with it.

I hope this helps.

I have to say that this is the way that I've tried DoF in the past, and using a sphere to obtain the right point of focus is certainly much easier than guessing. As I usually export from LDView, the following code usually allows me to place a sphere that shows somewhere just above the centre of the model:

sphere {
  <0, -100, 0>, 10
  pigment { color rgb <1, 0, 1> }
}

This creates a purple sphere floating above the middle of the model, although if the model obscures it you can either raise the height of the sphere (using -150 or -200 instead of -100) or move it left/right or forward/back. From there, alter the coordinates to get your preferred focal point.

Again, rendering with no anti-aliasing will create a render that can be downsized later on for a better effect.

#221 Palathadric

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Posted 21 November 2012 - 09:47 PM

View PostTotalyWicked, on 16 November 2012 - 06:48 AM, said:

Is there a bigger rendering???
Oops, realized that I never got back to you on this. Yes, I rendered all these images originally in 2560 x 1440 I believe, but posting those on brickshelf is tasking. :grin:

View PostC3POwen, on 21 November 2012 - 06:45 PM, said:

Again, rendering with no anti-aliasing will create a render that can be downsized later on for a better effect.
So for rendering large images like I do and then downsizing them in Photoshop/whatever, it's better to render them without anti-aliasing...or... :look:
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#222 C3POwen

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Posted 21 November 2012 - 10:13 PM

View PostPalathadric, on 21 November 2012 - 09:47 PM, said:

So for rendering large images like I do and then downsizing them in Photoshop/whatever, it's better to render them without anti-aliasing...or... :look:

I find that the "depth of field" effect doesn't look great until I've shrunken the image down. Have a look at a detail from the original rendered image of a set I've just posted here. When you zoom in a bit, the blurry parts show a lot of grainy artifacts, which are lost when you shrink the image down.

I think I tested this with an older rendering I did of a Star Wars set, and got the same result with anti-aliasing on, but I'll check and let you know.

#223 TotalyWicked

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Posted 22 November 2012 - 04:55 AM

View PostC3POwen, on 21 November 2012 - 10:13 PM, said:

I find that the "depth of field" effect doesn't look great until I've shrunken the image down. Have a look at a detail from the original rendered image of a set I've just posted here. When you zoom in a bit, the blurry parts show a lot of grainy artifacts, which are lost when you shrink the image down.

What did you use for blur_samples and confidence???

View PostC3POwen, on 21 November 2012 - 10:13 PM, said:

I think I tested this with an older rendering I did of a Star Wars set, and got the same result with anti-aliasing on, but I'll check and let you know.

My test renders are done with AA and no post work....
I think it might have something to do with color blending, the black line between 2 bricks,
I think that reducing confidence value might help.

Edited by TotalyWicked, 22 November 2012 - 04:56 AM.


#224 C3POwen

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Posted 22 November 2012 - 06:06 PM

View PostTotalyWicked, on 22 November 2012 - 04:55 AM, said:

What did you use for blur_samples and confidence???

The settings I used were as follows:

blur_samples 100
confidence 1
variance 1/500

Again, I've not really much in the way of DoF before, so the Brickley model is only the second time I've tried it.

Any suggestions, that don't have too much of a hit on performance, are more than welcome!

#225 TotalyWicked

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Posted 26 November 2012 - 06:13 AM

360 panorama camera test…

Posted Image


I just switched to 3.7 cannot wait to do some HDRI tests..





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