POV-Ray : Newsgroups : povray.binaries.images : Re: Dark (WIP) : Re: Dark (WIP) Server Time
13 Nov 2024 22:22:13 EST (-0500)
  Re: Dark (WIP)  
From: Phil Cook
Date: 28 Apr 2004 05:37:52
Message: <opr65ubrwip4ukzs@news.povray.org>
On Tue, 27 Apr 2004 14:03:02 EDT, Rob Richens 
<rob### [at] hscutahedu> wrote:

> Phil,
> thanks for the comments!
> I will have to play with the lighting if you can't even see what's going 
> on.
>  I should have titled it 'Escape', which might have helped, but was
> thinking of the frustrations I was working through when I posted it.

No problem as I said: I like that sort of thing. "Escape" as a title would 
have made more sense even though "Dark" was very apt :)

> It's still dark but I haven't printed it yet to see the final version.  
> I've
> toyed with putting a blue plane above the hole and see if radiosity will
> help the lighting, but it's taking >6 hours now.  If I added radiosity, 
> I'd
> have to beg some kind hearted soul with a renderfarm to do render it for 
> me
> (Thanks again Paul!  I still get comments about Addict out there.)  About
> the light being directly overhead, do you mean completely illuminating 
> the
> first skeleton?  I'm hesitant to change that because it would eliminate 
> the
> need for him to be stretching behind him as he is to get the next bone
> while using the light column to see the parts he's already put together.

No I understand what you're trying to do, keep the point_at location the 
same but with an overhead light it should sweep down the edge of the 
skeleton a bit more, as if about to step into the column of light, should 
hopefully highlight the edges of him a bit more.

> How about ramping up the reflected light from the floor?

Hmm I used a ambient 0 diffuse 0.4 for the checkered floor in my Flooded 
Corridor with radiosity enabled, it showed up without much direct light so 
might help.

> I didn't see the skull in the lower right!  It's actually a rock, but I
> think I will replace it with a skull in the same position.

Yeah when I really ramped up the brightness I suspected it might have been 
a rock; but with the shadows it seemed to have eye and nose sockets, 
freaky coincidence.

> I've toned down the normal textures on the doors, since I don't think
> they'll be visible anyway and have added worm/termite tracks in the
> surfaces and 'jaggied' the bottom edge to give more of a feeling of 
> 'old'.

Now you've said it I can see one of the reasons why it looked 'new' to me, 
a jagged edge would help. The disparate colours of each board helped with 
the 'old' feel, the rusted metal seemed a bit red to me which probably 
didn't help but I suspect that's only down to my altering the brightness.

> I'll post it in a week or so after I fix a few more things and it 
> finishes
> rendering!
>
> Rob.

I look forward to seeing it.

> Phil Cook <phi### [at] nospamdeckingdealscouk> wrote:
>> On Sat, 24 Apr 2004 16:37:47 -0600, Robert Richens
>> <Rob### [at] hscutahedu> wrote:
>>
>> > I've been working on this off and on for a while.  I drop it when I
>> > think I've done everything as well as my current knowledge permits, 
>> then
>> > pick it up again when I've learned something new.  Have a look, let me
>> > know what you think.  I'm struggling with the textures (too plain?) 
>> and
>> > doors (look too new).  Any ideas on distressing the edges randomly?
>> >
>>
>> I like it, it's the sort of style I enjoy. In keeping with the other
>> comments here about the light level and knowing the type of ambience
>> you're probably after, perhaps shifting the light source directly 
>> overhead
>> may bring out the surround without distorting the mood, like a deep-pit
>> dungeon with the door in the ceiling. I like the skull, bottom right.
>>
>> Saying that I've just ramped up the brightness/contrast, on my monitor 
>> the
>> door is barely visible in the original and as to what they are doing:
>> didn't even see it. I like the floor texture it works well with the blur
>> and the bottles are a nice touch. I've just really ramped up the b/c hey
>> there's a barrel on the right and some more doors. I like the detailing 
>> on
>> the keystone. Hmm yeah the door texture is a bit plain but then again I
>> couldn't really see it originally so it depends on how visible its going
>> to be?
>>
>> I couldn't see any of this until altering the brightness which is a 
>> shame
>> as there is obviously so much work gone into it.
>>
>> Hmm if you switch to an overhead light pit-style you wouldn't need the
>> doors perhaps a floor-level grate that the other prisoner is reaching
>> through, might enhance the claustrophobia-feel. Damn I hate that; just 
>> had
>> an interesting image flash through my head, but I don't do people... 
>> yet,
>> just going to write it down for a rainy day :)
>>
>> --
>> Phil Cook
>>
>> --
>> All thoughts and comments are my own unless otherwise stated and I am
>> happy to be proven wrong.

--
Phil Cook

-- 
All thoughts and comments are my own unless otherwise stated and I am 
happy to be proven wrong.


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