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I have worked on the stairs - i'm not yet content with the colors, need to
be more saturated, but i thought i'd post the first version.
The geometry is changeable quite easily, feel free to experiment with the
control points and the sizes. I'm not quite sure about the scaling, the
stairs are steeper in the original but they would be completely in shadow
then. I am also not sure about the scaling. I originally thought we have
1 unit = 1 meter but it seems more 1 unit = 2 meter.
Once we have agreed on a geometry the figures need to be adapted to it. I
only placed them roughly for the moment.
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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Attachments:
Download 'capriccio13.jpg' (73 KB)
Download 'capriccio13_detail.jpg' (135 KB)
Preview of image 'capriccio13.jpg'
Preview of image 'capriccio13_detail.jpg'
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Christoph Hormann wrote:
> I have worked on the stairs - i'm not yet content with the colors, need to
> be more saturated, but i thought i'd post the first version.
It looks great even right now!
You are right about colors. Maybe it should not be so... colorful :)
Such detailed cathedral and this stair will need more details on houses.
So we will definitely will need heightfields or isosurfaces for basements :)
Gena.
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Breathtaking!
It's especially the dents that makes it look so good.
How many steps are the stairs going below the water? Is it supposed to
be only one, or is the water to dark to see the rest?
Anything I could help out with Gena? Not that I see myself among the
POV-elite, but would've been fun anyway =)
Keep up the great work all of you!
-Peter
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Gena Obukhov <obu### [at] mailcom> wrote in
news:3EB590A8.FE7DE3C9@mail.com
> Maybe it should not be so... colorful
imho this might be a technical problem, try using
recursion_limit 10 // or even higher
adc_bailout 1/256
(and ofcourse other radiosity settings like eror bound and minimal
reuse)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-
min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local
l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end
light_source{
y 2}sphere{z*20
9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Peter Hertel wrote:
>
> Breathtaking!
> It's especially the dents that makes it look so good.
What do you mean with 'dents'?
> How many steps are the stairs going below the water? Is it supposed to
> be only one, or is the water to dark to see the rest?
There is only one. I am not sure how many it should be, the water is
probably not that deep directly at the steps.
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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Rafal 'Raf256' Maj wrote:
>
> > Maybe it should not be so... colorful
>
> imho this might be a technical problem, try using
>
> recursion_limit 10 // or even higher
Very funny.
Why don't you try it out yourself...
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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Peter Hertel wrote:
> Anything I could help out with Gena? Not that I see myself among the
> POV-elite, but would've been fun anyway =)
Everybody is welcomed. Everybody who feels that he/she can make a
good contribution and can make a good object/texture or improve
existing object/texture/color/lighting.
We still need such objects as human figures, boats/sails, wooden posts,
clouds.
Right now there is a texture/bump_map for tiles on the roof. If you could
make real tiles (which don't need too much parsing/rendering time) with
good
coloring it would be helpful as well.
We will also need that sculpture group (constrained by triangle) on the
portal
of the cathedral. More likely it should be heightfield. Even if you could
provide
detailed reference photos it would be very helpful too :)
Gena.
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Christoph Hormann <chr### [at] gmxde> wrote in
news:3EB6C655.7253DA4F@gmx.de
>> imho this might be a technical problem, try using
>> recursion_limit 10 // or even higher
> Very funny.
> Why don't you try it out yourself...
I did. I agree it need some time and strong cpu.
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> What do you mean with 'dents'?
'Dents' as opposed to 'bumps'? Or did I miss the correct word
completely? See the attatchment.
-Peter
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Attachments:
Download 'dents.jpg' (18 KB)
Preview of image 'dents.jpg'
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> Everybody is welcomed.
> We still need such objects as human figures, boats/sails, wooden
posts,
> If you could make real tiles
Nice, I'll se if I can do any of those objects. How do you feel about
meshes(Wings3D) contra SDL? I'd belive SDL are preffered, but are meshes
accepted and is there a max size?
> We will also need that sculpture group (constrained by triangle) on
the
> portal of the cathedral. More likely it should be heightfield.
I belive it could be done with poser figures and then converted to a
heightfield?
-Peter
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