Hi,
I didn't try md_aperture, but last time I checked it didn't really give
fully convincing results. I might want to give it another try, though I
think it may be too slow.
As for the reflections in the rings - I saw your image in the CGTalk
thread. If you compare that to ThomasAn's image directly above it
becomes obvious that the reflections in the two rings are not blurred
because of blurry reflections. You can clearly see out-of-focus
highlights that are caused by the depth of field. These are missing in
your 2D solution which is why your version looks flat.
Furthermore, the challenge rules state that both rings are supposed to
have "high gloss reflections" - only the main bodies of the coins are
supposed to have very blurry reflections. But as you have seen, even by
bypassing the rules and making the reflections blurry you cannot
simulate the rich look of out-of-focus highlights.
Gent Krasniqi wrote:
Did you try md_aperture? There is a spdl somewhere at cgtalk. It's
still slow (like 3d dof in 'most' renderers) but has more control like
aperture shape etc.
BTW, alot of the 'sparkle' in the reflection of that gold ring is
caused by the gold ring not being perfectly reflective (alittle
roughness) and high gloss. Doing a render of that scene right now and
will post a mental ray result here.
Apparently it originates from Maxwell Render. If I recall correctly
however, I've seen similar quality come out of VRay in this thread.
I don't want to majorly dwell on this particular image however, as it
was just supposed to be one example for an area where I can't seem to
get convincing results out of mental ray.
By the way, I did try X-DOF on this scene back in the day, and the
results were absolutely horrible, they screamed "post DOF".
This is especially annoying because X-DOF's Lens Shader seems to
calculate everything correctly (the reflections become way more
defocussed than the ring surfaces), however the X-DOF Output Shader -
which is supposed to wrap everything up - doesn't care about this and
incorrectly adds the final blur based on Z-depth, not on ray length.
Steven Caron wrote:
hey christian what renderer did this image originate from? just curious...
steven
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