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See the initial posting in povray.general.
Here is initial scene. The only real object is the
dome of St.Paul Cathedral modeled by Ib Rasmussen.
The sphere with radius 0.1 was placed there just to
define origin and estimate scale.
Let's add more life to the image :) Any constructive
comments and input will be appriciated.
Take the source in p.b.s.-f., add your ideas and
experience to it and show the result in this group.
Let's start :)
Gena.
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Pretty cool. But there ought to be some kind of reason given for the
levitation: either rocket boosters or perhaps it sitting on a slab of very
natural rock in midair. Right now the unfinished nature of the bottom of
the dome makes it look like, er, raytracing where two objects are simply
put in the scene.
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> Pretty cool. But there ought to be some kind of reason given for the
> levitation: either rocket boosters or perhaps it sitting on a slab of very
> natural rock in midair. Right now the unfinished nature of the bottom of
> the dome makes it look like, er, raytracing where two objects are simply
> put in the scene.
Here is the reference image:
http://www.tate.org.uk/servlet/AWork?id=9296
So eventually the bottom of the dome will be hidden
by the cathedral facade.
See the initial thread about the image in povray.general.
If you want to join the source is available in
povray.binaries.scene-files
Gena.
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Here is my first contribution. I changed quite a lot but feel free to
remove any of the changes again. I thought it would be good to have a
scale of about 1 meter per unit. Scaling is probably still somewhat
wrong, i'm not very used to model in left handed system...
The lighting is just provisonal, it would be important to set up something
good for that before detail work on textures is done.
The water structure is of course provisonal, the final one can obviously
not be made before the position of the houses and boats etc. is fixed.
Source in p.b.s-f.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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Preview of image 'capricio.jpg'
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Wow! It looks great already even with current settings.
Finally I decided to prepare hand-painted textures for houses
after many attempts to use procedural textures. I'll create it for
underwater part as well so that it will be visible for some depth
as in your example here. Hopefully I'll come up with one house
by the end of this week.
Gena.
Christoph Hormann wrote:
> Here is my first contribution. I changed quite a lot but feel free to
> remove any of the changes again. I thought it would be good to have a
> scale of about 1 meter per unit. Scaling is probably still somewhat
> wrong, i'm not very used to model in left handed system...
>
> The lighting is just provisonal, it would be important to set up something
> good for that before detail work on textures is done.
>
> The water structure is of course provisonal, the final one can obviously
> not be made before the position of the houses and boats etc. is fixed.
>
> Source in p.b.s-f.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
>
> ------------------------------------------------------------------------
> [Image]
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Added one house with hand-made image maps.
More houses coming soon :)
Gena.
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Attachments:
Download 'capricio.jpg' (35 KB)
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Gena Obukhov wrote:
>
> Added one house with hand-made image maps.
> More houses coming soon :)
>
Nice work on the house.
I must say i liked my sky more. :-) This one is rather green. Of course
the clouds could change a lot about that.
I think it would be important to have the final light setup before
designing the textures, the appearance could change significantly.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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> I must say i liked my sky more. :-) This one is rather green. Of course
> the clouds could change a lot about that.
Let's decide which time we are going to depict. I suggest it should
be around 5-6 p.m. :) So it's not yet sunset but also it's not a middle
of the day already. The light should be warm with some yellowish hues.
> I think it would be important to have the final light setup before
> designing the textures, the appearance could change significantly.
I agree. If you will have a look to the texture for the house in any
image viewer you'll see that it's very bright and contrast image
but in the scene it doesn't look that way. I tuned colors very
much to make it look more or less colorful in the scene.
We have to find out right light source position, color and
brightness. It's hard to do it right now because we don't have all
objects in place so it's difficult to predict shadows.
Maybe we have to place in scene dummy objects for all houses.
Gena.
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Gena Obukhov wrote:
> Added one house with hand-made image maps.
> More houses coming soon :)
>
> Gena.
>
>
>
> ------------------------------------------------------------------------
>
That house looks excellent
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On Sat, 29 Mar 2003 19:49:49 -0800, Gena Obukhov wrote:
> Added one house with hand-made image maps.
> More houses coming soon :)
>
> Gena.
If you're trying to eventually cover that hovering tower with other houses
eventually, I think it could use some kind of a dummy base to begin with
which might help the lighting look more convincing. That or I'm just too
picky. ;-)
--
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE
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