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The cathedral is now finished, except for the tympanum height_field and
the texturing.
Peter Hertel is working on the height_filed, and I have put a dummy
png-file in the scene, so when Peter's hf is ready, it is just a matter
of replacing my file with his.
I am hoping that someone, who can work with assumed_gamma 1, will take
on the texturing. I have cleaned up my texture use, and placed all the
texture declares in the beginning of the stpauls.inc file, so they are
easy to locate.
I have tried to place the dome and entrance in the scene, so they match
up with the painting, but that is next to impossible. The cathedral in
the painting does not have the same proportions as the real one. The
dome is not so bad, but the entrance poses some problems. If I scale it
to the same width as in the painting it is way too tall. If I scale it
asymmetrically to the same width and height as in the painting, the
clock becomes very elliptical. I have ended up scaling it to about 10%
more on the x-axis than on the y-axis, and aligned it with the pediment.
This means that the stairs ends up under water, but I am hoping that
will not be too noticeable in the finished image, when the area in front
of the cathedral is filled up with people and stautes.
The scource is posted in p.b.scene-files as version 16b.
/Ib
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Attachments:
Download 'capriccio.jpg' (53 KB)
Preview of image 'capriccio.jpg'
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Ib Rasmussen wrote:
> The cathedral is now finished, except for the tympanum height_field and
> the texturing.
Looks great!
> I am hoping that someone, who can work with assumed_gamma 1, will take
> on the texturing. I have cleaned up my texture use, and placed all the
> texture declares in the beginning of the stpauls.inc file, so they are
> easy to locate.
I'll try to do that next. If anybody else wants to join you are welcome :)
I want to use image map (spherical) for dome and just wondering - is it
possible to use a map for 8 sections of the dome and duplicate it
somehow for the rest 32 sections. It doesn't work if you use spherical
mapping you have to provide the whole map for 32 sections. Is there
any other way ?
I've almost finished wooden posts (isosurfaces) in the foreground and
will post it soon.
We are pretty close to the finish :) But we still need the following objects:
- more boats/sails
- textures for boats
- textures for the buildings on the right side of the "street" (I hope to take
care of it)
- tiles for the roofs (right now there is image/bump map which is good
for low resolution but not so good for high res.)
- clouds. We have some clouds already in the scene but I didn't try to
use it because it's mentioned that it will need a lot of rendering time :)
- rope for that guy in the left boat :)
- three figures staying on steps of the left building
- group of people in the background nearby the cathedral. I think we
could use image map for that because.. there are too many people :)
Gena.
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Gena Obukhov wrote:
> Ib Rasmussen wrote:
>
>
>>The cathedral is now finished, except for the tympanum height_field and
>>the texturing.
>
>
> Looks great!
>
>
Yes it really does!
> - rope for that guy in the left boat :)
> - three figures staying on steps of the left building
> - group of people in the background nearby the cathedral. I think we
> could use image map for that because.. there are too many people :)
>
Could you post some closeups? I can't even see these details on the
images I have.
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On Sat, 24 May 2003 10:02:00 -0700, Gena Obukhov wrote:
>
> I'll try to do that next. If anybody else wants to join you are welcome :)
> I want to use image map (spherical) for dome and just wondering - is it
> possible to use a map for 8 sections of the dome and duplicate it
> somehow for the rest 32 sections. It doesn't work if you use spherical
> mapping you have to provide the whole map for 32 sections. Is there
> any other way ?
Off the top of my head, create your 8 segment section, texture it and
then rotate/translate, that way you'll have the same part of the image
map on all secitons. That's if I understand the problem correctly.
--
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve
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Steve wrote:
> Off the top of my head, create your 8 segment section, texture it and
> then rotate/translate, that way you'll have the same part of the image
> map on all secitons. That's if I understand the problem correctly.
Spherical mapping wraps the whole texture (8 sections) around the whole
object (32 sections). So using your approach you have to make texture
for 32 sections with transparent 24 sections and make layered texture
(4 layers) rotating that texture 4 times. I thought maybe there is another
way around.
Gena.
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On Mon, 26 May 2003 08:41:36 -0700, Gena Obukhov wrote:
> Steve wrote:
>
>> Off the top of my head, create your 8 segment section, texture it and
>> then rotate/translate, that way you'll have the same part of the image
>> map on all secitons. That's if I understand the problem correctly.
>
> Spherical mapping wraps the whole texture (8 sections) around the whole
> object (32 sections). So using your approach you have to make texture
> for 32 sections with transparent 24 sections and make layered texture
> (4 layers) rotating that texture 4 times. I thought maybe there is another
> way around.
>
> Gena.
>
No I don't think I understand what you're trying to do.
--
%HAV-A-NICEDAY email mailto:ste### [at] zeroppsuklinuxnet
Steve web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
1:46am up 79 days, 22:14, 1 user, load average: 1.39, 1.59, 1.39
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New version with some details.
Added wooden posts and changed light source position.
The source is in p.b.s.-f.
Gena.
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Attachments:
Download 'capriccio.jpg' (90 KB)
Download 'capriccio1.jpg' (56 KB)
Preview of image 'capriccio.jpg'
Preview of image 'capriccio1.jpg'
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Steve wrote:
> No I don't think I understand what you're trying to do.
Here is the problem. I'm making image map for the dome
and I'll use spherical mapping. When you use spherical mapping
you have to make the image which covers the whole object.
There is no way to use 'once' keyword and cover just a part
of the object. It doesn't work for the spherical mapping.
But detailed image for the whole objects is so huge that
I have out of memory message (384 Mb RAM in my machine).
That's why I was wondering if there is any way to use just
a map for 8 sections and duplicate it somehow for the rest
24 sections (32 sections total).
Gena.
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On Mon, 26 May 2003 21:42:05 -0700, Gena Obukhov <obu### [at] mailcom> wrote:
> Here is the problem. I'm making image map for the dome
> and I'll use spherical mapping. When you use spherical mapping
> you have to make the image which covers the whole object.
> There is no way to use 'once' keyword and cover just a part
> of the object. It doesn't work for the spherical mapping.
> But detailed image for the whole objects is so huge that
> I have out of memory message (384 Mb RAM in my machine).
> That's why I was wondering if there is any way to use just
> a map for 8 sections and duplicate it somehow for the rest
> 24 sections (32 sections total).
You can use image with 'once', scale it down to fit your section unrolled into
<0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
sections with layered textures. Similiar method was recently described by me in
a thread: http://news.povray.org/povray.newusers/31686/ with working example. I
hope it could work for you.
ABX
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ABX wrote:
> You can use image with 'once', scale it down to fit your section unrolled into
> <0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
> sections with layered textures. Similiar method was recently described by me in
> a thread: http://news.povray.org/povray.newusers/31686/ with working example. I
> hope it could work for you.
Thanks a lot! That's exactly what I need. Does POV-Ray take memory only
for one map in this case ?:
#local DomeMap = pigment{
image_map{jpeg "cathedral/dome1.jpg" once}
scale<1/4, 1/2, 1/4>
translate y*0.5
warp{spherical}
};
sphere {
0, 1
texture{
pigment{DomeMap}
rotate y*0
}
texture{
pigment{DomeMap}
rotate y*90
}
texture{
pigment{DomeMap}
rotate y*180
}
texture{
pigment{DomeMap}
rotate y*270
}
}
Gena.
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