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Unlike you, I didn't stop at the name of the artist... I've read how
he did it, and 90% of the objects in the scene were already made by other
artists, and it uses a lot of image maps.
It's a really good image, though. (the effect for the wet asphalt are
stunning)
But let's not get impressed too much, it was not actually that hard to do.
(for
him, anyway)
think about it...
Patrick
Marc Schimmler wrote in message <3911155D.8C75AC57@ica.uni-stuttgart.de>...
>"Philippe.JACQUEROUX" wrote:
>>
>> True, fist time i saw it , i think "who is that guy who post a real
>> picture? is that a joke...
>> then i see that it was G.Tran raytraced pic..This guy is out of contest,
he
>> is just far the best for now..
>
>Funny that's nearly the same that I thought. I looked through the
>previews and
>saw a promising pic. I opened the full size version and there it was ...
>My first thought: a photo
>My second thought: some %$&^$%& using some hyper tool and a scene which
>has been
>made long before ...
>Then I looked at the name of the artist ... ... ...
>Could make me stop raytracing!
>
>Marc
>
>--
>Marc Schimmler
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Patrick Joyal wrote:
>
> Unlike you, I didn't stop at the name of the artist... I've read how
> he did it, and 90% of the objects in the scene were already made by other
> artists, and it uses a lot of image maps.
>
> It's a really good image, though. (the effect for the wet asphalt are
> stunning)
> But let's not get impressed too much, it was not actually that hard to do.
> (for
> him, anyway)
>
> think about it...
>
And it's still very difficult to do. Even or especially with image maps.
And look at the taillights.
True he uses models by others but even this is difficult.
The overall effect is stunning
Marc
--
Marc Schimmler
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Patrick Joyal wrote:
>
> Unlike you, I didn't stop at the name of the artist... I've read how
> he did it, and 90% of the objects in the scene were already made by other
> artists, and it uses a lot of image maps.
>
> It's a really good image, though. (the effect for the wet asphalt are
> stunning)
> But let's not get impressed too much, it was not actually that hard to do.
> (for
> him, anyway)
>
> think about it...
>
> Patrick
>
It ain't sin to use image maps. Some of pure-povists may not agree with
this, but if one wants make good image, then image maps have their role.
In "Advanced RM" it is written, that folks at Pixar first thought, that
procedural shaders is the "only and true" way to go, but reality made
its own corrections, now most of texturing is made with texture maps.
Same is with reuse of objects: there is no point to do everything from
scratch, better would be to learn from others work and reuse it. As
someone said: "If I have one apple and you have apple and we exchange
them, then we still have one apple each. But if I have idea and you have
idea and we exchange them, then we have both 2 ideas!"
Gilles can create good (detailed) pictures, in short time and this is
thank to reuse of previously created objects, others work, good tools
and last but not least experience, skill and talent.
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I hadn't really thought of it as photorealistic - my main thought was that
it was one of the few raytraced pics I'd seen where the human figure worked
in closeup.
My only criticism would be (and it would be irrelevant on a lesser image) is
that the tail-lights don't throw enough light on the asphalt - I'm guessing
that they are high-ambient rather than actual lights.
And, yes, it is a very beautiful image.
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Was it naive to suppose that the full source of this magnificent image could
be found in the accompanying zip ? :(
--
Regards, Sander
-----------------------------
Warp <war### [at] tagpovrayorg> schreef in berichtnieuws
3910318d@news.povray.org...
> gt_city.jpg by Gilles Tran is the most photorealistic image I have ever
> seen made with povray. Just amazing. I'm speechless.
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Only a little.
Sander wrote:
>
> Was it naive to suppose that the full source of this magnificent image could
> be found in the accompanying zip ? :(
>
> --
> Regards, Sander
> -----------------------------
>
> Warp <war### [at] tagpovrayorg> schreef in berichtnieuws
> 3910318d@news.povray.org...
> > gt_city.jpg by Gilles Tran is the most photorealistic image I have ever
> > seen made with povray. Just amazing. I'm speechless.
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On 3 May 2000 10:02:54 -0400, Warp wrote:
> gt_city.jpg by Gilles Tran is the most photorealistic image I have ever
>seen made with povray. Just amazing. I'm speechless.
>
But if you read the text file, not much of this was actually created in
POV, there are very few procedural textures and few home made objects.
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
9:09am up 11 days, 11:10, 2 users, load average: 1.38, 1.13, 1.04
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Steve wrote:
> But if you read the text file, not much of this was actually created in
> POV, there are very few procedural textures and few home made objects.
But what ! Even were I to scroung the net for every thing I could
get my hands on I couldn't begin to approach the level of detail
and realism that Gilles managed to create in his image. The true
artist knows the limitations of the program(s) he is using and
knows when to improvise to get the effects he needs for his artistic
creations.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Steve wrote:
> But if you read the text file, not much of this was actually created in
> POV, there are very few procedural textures and few home made objects.
In terms of file size, it's sure that meshes and image maps take a lot of disc
space relatively to scene files written directly in the Pov editor.
However, the scene files (not counting the meshes of course) still represent
around 6000 lines of hand written code. Have a look at the zip file, and, for
further info, at these temporay pages:
http://www.inapg.inra.fr/dsa/temp/makingof.htm
G.
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Steve <sjl### [at] ndirectcouk> wrote...
>
> But if you read the text file, not much of this was actually created in
> POV, there are very few procedural textures and few home made objects.
Is that a bad thing? Why reinvent the wheel? Reusing existing objects
(usually with modification) is at least somewhat common practice for CG
artists, and, IMHO, is just plain smart.
By not wasting time modeling cars that somebody else had already modeled, he
was able to focus much more attention on other aspects of the scene
(textures, lighting, and the overall composition).
-Nathan
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