POV-Ray : Newsgroups : povray.binaries.images : Sunroom WIP Server Time
19 Nov 2024 18:33:09 EST (-0500)
  Sunroom WIP (Message 1 to 9 of 9)  
From: Coridon Henshaw
Subject: Sunroom WIP
Date: 2 Dec 2001 18:12:40
Message: <Xns916BB9390711ECoridonHenshaw@204.213.191.226>
A rather old WIP.  I'm not quite sure how to finish it.


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From: Ross Litscher
Subject: Re: Sunroom WIP
Date: 3 Dec 2001 10:22:50
Message: <3c0b98ca@news.povray.org>
it seems with so much window space that the room would generally be a lot
brighter and with fewer hard edge, well defined shadows. i guess that might
depend on what the material is inside the room.

so maybe your image is right. i dunno.

it'd be nice to see something in the room, like plants or vases, etc.

Coridon Henshaw <che### [at] sympaticoca> wrote in message
news:Xns### [at] 204213191226...
>
> A rather old WIP.  I'm not quite sure how to finish it.
>
>


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From: Trevor Quayle
Subject: Re: Sunroom WIP
Date: 3 Dec 2001 10:25:54
Message: <3c0b9982$1@news.povray.org>
one word: 'atmospheric media'  (ok 2)

-tgq

"Coridon Henshaw" <che### [at] sympaticoca> wrote in message
news:Xns### [at] 204213191226...
>
> A rather old WIP.  I'm not quite sure how to finish it.
>
>


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From: Slime
Subject: Re: Sunroom WIP
Date: 3 Dec 2001 11:34:06
Message: <3c0ba97e@news.povray.org>
> it seems with so much window space that the room would generally be a lot
> brighter and with fewer hard edge, well defined shadows. i guess that
might
> depend on what the material is inside the room.

Yeah, did you use radiosity?

I'd say take your pick between scattering media and radiosity, maybe both if
you're feeling patient. =)

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]


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From: Steve
Subject: Re: Sunroom WIP
Date: 4 Dec 2001 21:32:07
Message: <slrna0r1fd.v2k.steve@zero-pps.localdomain>
On 2 Dec 2001 18:12:40 -0500, Coridon Henshaw wrote:
>
>A rather old WIP.  I'm not quite sure how to finish it.

Nice work so far, it reminds me of an image that TonyB did
some time ago, he finished it of with some very cartoon looking
people standing around looking out of the windows. 

I know a potted palm tree in the corner. 

--
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

  2:24am  up 57 days, 18:09,  1 user,  load average: 1.03, 1.06, 1.05


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From: Coridon Henshaw
Subject: Re: Sunroom WIP v2
Date: 7 Dec 2001 04:37:09
Message: <Xns91702EF64EA3FCoridonHenshaw@204.213.191.226>
"Slime" <noo### [at] hotmailcom> wrote in news:3c0ba97e@news.povray.org:

>> it seems with so much window space that the room would generally be a
>> lot brighter and with fewer hard edge, well defined shadows. i guess
>> that might depend on what the material is inside the room.
 
> Yeah, did you use radiosity?

Yep.  All the nondirect lighting is from radiosity.  There's only one light 
source and no >0 ambient finishes.
 
> I'd say take your pick between scattering media and radiosity, maybe
> both if you're feeling patient. =)

I've been messing around with adding a scattering media but I haven't been 
able to find settings which will produce the sun-shining-through-windows 
effect without either blacking out the skysphere or creating ugly 
artifacts.

Note the *reflections* in the media behind the end pillars (there's no 
glass between the pillars) and the oddities in the shadows cast by the 
cieling grillwork (4th pillar on the right).  Increasing the intervals 
doesn't help.

Here's the media box I used in the attached image.  For scale, the room box 
is 32x16x32 with the world origin at the center of the floor.

box {<1,1,1>*-75 <1,1,1>*75 pigment {rgbf 1} hollow
interior
{
    media
    {
        scattering {4, (Yellow+White)/200 extinction 1}
        method 3
    }
}}


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From: Eitan Tal
Subject: Re: Sunroom WIP
Date: 7 Dec 2001 06:53:00
Message: <3C10AD07.B774F067@netvision.net.il>
How about a Water Pool? It suits the sunlight, doesn't it? It also suits
nicely with the Cyan color.
Interesting image! I like impressionistic images. Good-Luck!

Coridon Henshaw wrote:

> A rather old WIP.  I'm not quite sure how to finish it.
>
>  [Image]


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From: Slime
Subject: Re: Sunroom WIP v2
Date: 9 Dec 2001 03:41:00
Message: <3c13239c$1@news.povray.org>
>         scattering {4, (Yellow+White)/200 extinction 1}

That seems to be hardly visible. Increase the amount of color (lower the
number 200) a bit, and if it looks bad, fiddle with the sampling parameters.

Personally, I'm having a hard time figuring out exactly how the sampling
parameters work with method 3... but increase the AA_level or whatever it's
called to something higher and increase the minimum number of samples to
something like 20 or so. Maybe try method 1, if you fiddle with that you can
usually get it to look pretty decent, in my experience.

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]


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From: Coridon Henshaw
Subject: Re: Sunroom WIP v2
Date: 16 Dec 2001 16:50:31
Message: <Xns9179AB53181F5CoridonHenshaw@204.213.191.226>
"Slime" <noo### [at] hotmailcom> wrote in news:3c13239c$1@news.povray.org:

>>         scattering {4, (Yellow+White)/200 extinction 1}
 
> That seems to be hardly visible. Increase the amount of color (lower
> the number 200) a bit, and if it looks bad, fiddle with the sampling
> parameters.

Keep in mind that the overall media intensity is dependant on the size of 
its container object and I'm not applying the media to a unit box.

If I double the intensity of the media then I can get the sunbeam effect 
that this scene seems to need, but only at the expense of the sky turning 
indigo.  I can compensate for the darkened sky by doubling the intensity of 
the sun, but then I have massive problems with artifacts.

> Personally, I'm having a hard time figuring out exactly how the
> sampling parameters work with method 3...

The basic method seems to be to leave samples and intervals alone and do 
all artifact removal with aa_levels and aa_threshold.

> Maybe try method 1, if you fiddle with that you can usually get it to
> look pretty decent, in my experience. 

I've found method 2 easiest to work with as it produces non-grainy images 
much, much faster than is possible with method 1.


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