POV-Ray : Newsgroups : povray.binaries.images : WIP - Entrance tunnel to Worm's Cave : Re: WIP - Entrance tunnel to Worm's Cave Server Time
14 Nov 2024 12:22:03 EST (-0500)
  Re: WIP - Entrance tunnel to Worm's Cave  
From: Dan P
Date: 13 Feb 2004 09:49:30
Message: <402ce3fa$1@news.povray.org>
"Tim Nikias v2.0" <tim.nikias (@) nolights.de> wrote in message
news:402cc050$1@news.povray.org...
> Hi Daniel!
>
> Ehm, actually, there is no water in the scene yet, this is just the
tunnel.
> As mentioned in my original post, the blue patch in the rear is blue light
> coming from the outside. Otherwise, the rear end would have been in
shadow.
> Since the scene is meant to take place during nighttime, the light from
> outside is more blue than white.

Oh, I misunderstood :-) Hey, a way to get some water coming down the tunnel
might be to take a solid box water-like and have it at a slight angle
underneath the tunnel, just high enough to peek through the floor. Then, by
sliding it down, it will appear like water is filling in the cracks. Also,
by making the box a height-field and animating the waves, you can get the
rippling effect, and even have it slide up the sides back-and-forth as it
comes down.

> > To give it a really interesting feel, I'd put a light source where your
> > camera is. A dim one, maybe just very slightly magenta (like, 0.3, 0.29,
> > 0.3) would really give it depth. Plus, a lot of specular highlighting on
> the
> > water and just a slight bit of specular highlighting on the walls would
> also
> > add depth.
>
> There is a lightsource just above the camera which lights the front part
of
> the tunnel. As mentioned above, no water in the scene to add specular
> highlights to.As for specular highlights for the walls: their rough and
raw
> earth, not polished, but I'll see what I can do.

Cool.

> > The texture on the walls is just AWESOME. Maybe if you average a pigment
> > with a thin vein of gold from a wrinkles pattern would give it even more
> > interest. Man, how did you do that tunnel?? Is that an isosurface
averaged
> > with a bozo/wrinkles pattern? This image has me scratching my head!
>
> Regarding the texture: Its actually a mixture of two textures, one for the
> lighter earth (the path the worms tends to walk along) and one for the
rough
> earth. The rough earth is a granite pattern, the lighter one a crackle
> pattern. Both textures are uv-mapped with a turbulented gradient x to map
> the smoother part to the floor.

Cool.

> The tunnel itself is a mesh, creating by extruding a circle along a
> Bezier-Spline implementation of mine, and then turbulence the positions in
> relation to their surface normal: Ceiling gets turbulated more than the
> floor. To turbulate the positions, I simply use vturbulence and use the
> original position as basis for where to sample the turbulence vector.

Ah, I see. Cool. It might be possible to create a tunnel with an isosurface
and average a pattern in it. I'm gonna try that this weekend sometime when I
need a break from writing my research paper. I've already created cylinders
and stuff with isosurfaces (real easy, but hard to visualize, imho) and I
might be able to pull it off. Then, you'd get pretty much infinite
resolution on the tunnel.

> > Sorry, I babble a lot when I'm excited. Great job!!!! I can't wait to
see
> > the animation!!!!!
>
> Oh, the animation will still take quiet some time, but thanks for the
> praise.

Thank you for sharing this with us! :-)


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