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I've toned down the textures on the columns and made them rougher, scattered
the bones, added the dragon, a few more objects in the foreground and the
dragon's
treasure pile.
The dragon is a poser model bought at renderosity
I've added a burnt texture to the bones and helm, but it's not very visible.
There are a few black spots on the closer stones. Max gradient problem I
think.
The dragon's treasure pile is not very visible, been quite far back in the
cave. I'm not sure
whether I should add another light to pick out the treasure, or if I should
remove it.
The cave walls still look terrible. I tried adding various noise3d functions
to the wall's function,
I tried RMF and both looked very fake. The main function is a scaled sphere
sign -1.
I'm tempted at the moment to move the walls so far away from the camera that
they can't be seen,
but that feels like cheating.
Comments? Suggestions (esp re the walls <grin>)
Gail
*************************************************************************
* gsh### [at] monotixcoza * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
Post a reply to this message
Attachments:
Download 'Dragons.jpg' (33 KB)
Preview of image 'Dragons.jpg'
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Hi Gail
Yes, add some small fill in lights in contrasting colours as the pic is far
too dark. Perhaps try an HF for the cave walls and very large numbers for
the normals, use several in a normal map.
Mick
"Gail Shaw" <gsh### [at] monotixcoza> wrote in message
news:3b8208ab@news.povray.org...
> I've toned down the textures on the columns and made them rougher,
scattered
> the bones, added the dragon, a few more objects in the foreground and the
> dragon's
> treasure pile.
>
> The dragon is a poser model bought at renderosity
>
> I've added a burnt texture to the bones and helm, but it's not very
visible.
>
> There are a few black spots on the closer stones. Max gradient problem I
> think.
>
> The dragon's treasure pile is not very visible, been quite far back in the
> cave. I'm not sure
> whether I should add another light to pick out the treasure, or if I
should
> remove it.
>
> The cave walls still look terrible. I tried adding various noise3d
functions
> to the wall's function,
> I tried RMF and both looked very fake. The main function is a scaled
sphere
> sign -1.
> I'm tempted at the moment to move the walls so far away from the camera
that
> they can't be seen,
> but that feels like cheating.
>
> Comments? Suggestions (esp re the walls <grin>)
> Gail
> *************************************************************************
> * gsh### [at] monotixcoza * Step into the abyss, *
> * http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
> *************************************************************************
> * Just think of me as the storm before the calm Magic: The Gathering*
> *************************************************************************
>
>
>
>
Post a reply to this message
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Hi!
I like your scene. I lacks a bit that special mood, I would expect with
those scenes but that might come later. You'll have to play with the
lighting - that pic is far to dark without gamma correction on my monitor
and with gc lacks contrast IMO.
Regarding the walls: I would suggest a granite pigment function or some
wrinkles or both. The right scaling is most important. If I look at the gc
version, I would suggest to play a bit with the finish statement - looks a
bit like plastic.
I think what's really missing is some action in the scene. The dragon is to
far away to introduce it and even with those flames out of his mouth he
looks like he could stand that way for ever and ever. Do you plan to add a
knight or something like that in the foreground?
Those black spots don't look like max-gradient problems to me, but I may
well be wrong. If in doubt try setting the background color to a bright
green - if IIRC those spots should show the BGColor as well.
Hope I could be of some help,
Marc-Hendrik
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"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3b82207f$1@news.povray.org...
> Regarding the walls: I would suggest a granite pigment function or some
> wrinkles or both. The right scaling is most important. If I look at the gc
> version, I would suggest to play a bit with the finish statement - looks a
> bit like plastic.
Thaks I'll try that.
> I think what's really missing is some action in the scene. The dragon is
to
> far away to introduce it and even with those flames out of his mouth he
> looks like he could stand that way for ever and ever. Do you plan to add a
> knight or something like that in the foreground?
Not a knight. The story is a couple of treasure hunters are searching for
the dragon's
treasure, not realising that the dragon is still around. I thought about
adding a person
in the foreground, but I'm scared that it's going to ruin the scene. I don't
think my poser/modelling
skills are up to creating a person in medieval style clothing
> Those black spots don't look like max-gradient problems to me, but I may
> well be wrong. If in doubt try setting the background color to a bright
> green - if IIRC those spots should show the BGColor as well.
?? I know max-trace problems leave spots in the BGColor, I thought
max-gradient
problems just left holes in the isosurface
Thanks
Gail
*************************************************************************
* gsh### [at] monotixcoza * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
Post a reply to this message
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in news:3b82311c@news.povray.org Gail Shaw wrote:
> I thought about
> adding a person
> in the foreground, but I'm scared that it's going to ruin the
> scene. I don't think my poser/modelling
> skills are up to creating a person in medieval style clothing
Just the quarter of a figure running away with a 'flowing' coat, in the
left edge of the image.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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> Comments? Suggestions (esp re the walls <grin>)
The walls seem fine to me, but maybe you might want to think about
reposing the dragon into a more aggressive threat display pose?
Also, some rust/corrosion on the helm, sword and shield would fit in with
how I see the image. (which, of course may not be how you see it :)
If the bones, armour and weapon are supposed to be recent additions to
the pile, then how about some smoke/steam, and having the bones *really*
blackened?
Bye for now,
Jamie.
Post a reply to this message
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Gail Shaw schrieb in Nachricht <3b82311c@news.povray.org>...
>Not a knight. The story is a couple of treasure hunters are searching for
>the dragon's
>treasure, not realising that the dragon is still around. I thought about
>adding a person
>in the foreground, but I'm scared that it's going to ruin the scene. I
don't
>think my poser/modelling
>skills are up to creating a person in medieval style clothing
>
I really know what you mean. I have the same problem in my scenes. I think
I'll have to leave realistic human beings to those who have real skills in
this field. Poser helps a little, but when it comes to clothing I'm stuck to
what I find on the web an it's often not so flexible.
Clothsim might help with some dynamic clothes like coats and such, if there
is not to much interaction with the actual body. So Ingos's suggestions
might work.
>> Those black spots don't look like max-gradient problems to me, but I may
>> well be wrong. If in doubt try setting the background color to a bright
>> green - if IIRC those spots should show the BGColor as well.
>
>?? I know max-trace problems leave spots in the BGColor, I thought
>max-gradient
>problems just left holes in the isosurface
Well uhm, it's been a while since I wrote my last iso-statement. But as far
as I know, those spots appear because the rays "slip through" the surface
and goes on until Pov decides it's hitting the background. Please try it,
I'll gladly hear that I'm wrong. A partial render of the scene should
suffice, if it takes to long (BTW how long does this scene take to render?).
So long,
Marc-Hendrik
Post a reply to this message
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"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3b824926$1@news.povray.org...
> I really know what you mean. I have the same problem in my scenes. I think
> I'll have to leave realistic human beings to those who have real skills in
> this field. Poser helps a little, but when it comes to clothing I'm stuck
to
> what I find on the web an it's often not so flexible.
> Clothsim might help with some dynamic clothes like coats and such, if
there
> is not to much interaction with the actual body. So Ingos's suggestions
> might work.
I use Rhino a lot for modelling (the helmet was created in rhino) so
modelling clothes is possible,
but takes quite a long time. If I'm lucky poser will have the style of
clothing I'm thinking
of and if not, a sleeveless shirt shouldn't take too long to model (I hope)
> Well uhm, it's been a while since I wrote my last iso-statement. But as
far
> as I know, those spots appear because the rays "slip through" the surface
> and goes on until Pov decides it's hitting the background. Please try it,
> I'll gladly hear that I'm wrong.
Will do.
> A partial render of the scene should
> suffice, if it takes to long (BTW how long does this scene take to
render?).
With all the objects at 512*384 (my normal working resolution) aa0.3 about
25 min
With area lights, 800*600 aa0.1 almost 2 hours. Athlon 1GHz
Gail
*************************************************************************
* gsh### [at] monotixcoza * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
Post a reply to this message
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"Jamie Davison" <jam### [at] ntlworldcom> wrote in message
news:MPG.15ec49fac552485b9899c0@news.povray.org...
> Also, some rust/corrosion on the helm, sword and shield would fit in with
> how I see the image. (which, of course may not be how you see it :)
Rust sounds like an excellent suggestion. Thank you.
> If the bones, armour and weapon are supposed to be recent additions to
> the pile, then how about some smoke/steam, and having the bones *really*
> blackened?
The bones need to be a bit more blackened, but they're not quite that recent
Gail
*************************************************************************
* gsh### [at] monotixcoza * Step into the abyss, *
* http://www.rucus.ru.ac.za/~gail/ * and let go. Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
Post a reply to this message
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I wouldn't be so hard on the cave walls. After all, who knows what a dragon's
cave should look like anyway. I think the play of form on the left of the
entrance is quite beautiful and pleasing. Reminiscent of Leonardo, especially
his Madonna of the Rock's. A work you might refer to in fact. I think the
composition is very daring in many ways, especially with the bones left so
barely recognizable. The sense of the caked up dust of the entrance floor is
the most powerful aspect of the scene I think. The sense of the dragon lurking
is a great bit, but not quite fully realized I'd say.
Jim
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