I have a lot of HDRI (I linked them in a post in the Useful Repositories thread).
But, I tend to not used them. I want the idea to play with light settings as in the "old school"(?).
I changed colour composition for the star for get a better visualization for the transparency/refractions/reflections.
Then, I played with the Subdivision and Raydepth parameters in the Render Option dialog. We can notice as greater we set raydepth worst the result become and as more subdivision we add better it become:
* See the full resolution image
After that I checked the results for the default Raydepth value (12) and I set Subdivided to 0, 1, 2 and 3. But, - in terms of differences - in the final image we cannot see much improvement after the value of 2. (the strangeness is still there).
I also create a high resolution model that should generate more uniform shapes during the triangulation process by yafaray, but it doesn't produced any relevant difference (some spots just changed its place):
* See the full resolution image
Well, it seems to be have to get a good result - using the Glass material - if we are working with a complex object.
The strangeness is the result of the internal reflection/refraction of the shining bevels - the white spots are the same we see in those areas.
The AA default values are the usual for most renders, but I couldn't get a good result for any kind of method offered by yafaray.
All the project files can be found here.
But, I tend to not used them. I want the idea to play with light settings as in the "old school"(?).
(07-25-2016, 12:07 AM)oort Wrote: Notice the strangeness in parts of the glass model.That was I something that make me gave up of the glass material and try the most basic one.
I changed colour composition for the star for get a better visualization for the transparency/refractions/reflections.
Then, I played with the Subdivision and Raydepth parameters in the Render Option dialog. We can notice as greater we set raydepth worst the result become and as more subdivision we add better it become:
* See the full resolution image
After that I checked the results for the default Raydepth value (12) and I set Subdivided to 0, 1, 2 and 3. But, - in terms of differences - in the final image we cannot see much improvement after the value of 2. (the strangeness is still there).
I also create a high resolution model that should generate more uniform shapes during the triangulation process by yafaray, but it doesn't produced any relevant difference (some spots just changed its place):
* See the full resolution image
Well, it seems to be have to get a good result - using the Glass material - if we are working with a complex object.
The strangeness is the result of the internal reflection/refraction of the shining bevels - the white spots are the same we see in those areas.
The AA default values are the usual for most renders, but I couldn't get a good result for any kind of method offered by yafaray.
All the project files can be found here.