POV-Ray : Newsgroups : povray.binaries.images : Battlemech WIP mo' ambitions, mo' problems! Server Time
17 Nov 2024 14:16:39 EST (-0500)
  Battlemech WIP mo' ambitions, mo' problems! (Message 1 to 6 of 6)  
From: f00
Subject: Battlemech WIP mo' ambitions, mo' problems!
Date: 13 Aug 2002 18:57:03
Message: <3d598ebf@news.povray.org>
Hi there,

as promised, here's my current
haven't-had-too-much-sleep-at-the-middle-of-the-night-work-in-progress-pictu
re. I have added some (I admit: still very cheap) background desert theme
with fog / dust and I've also changed the camouflage texture to a more
*realistic* one. I made it more matte and added some black burning stains
and rust. The colors of the texture have been changed to aquire a more
desert-like look. In the final scene I want the mech to be more dynamic,
e.g. in movement, but I#ll deal with that later.
What drives me mad is the media thing. I want to, but I have virtually no
clue how to produce some sandstorm-like media in which the search light
cones show. Can anyone help me with this ( even though I guess the topic
extends too far beyond discussing it briefly in a newsgroup ) ?
The next thing is clouds: in a previous version I tried to generate dark,
thunderstormy clouds with a hollow sphere and partially transparent texture
but it just looks kinda crappy.

so far but yet so far away,

f00


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Attachments:
Download 'mech_wip_3.jpg' (37 KB)

Preview of image 'mech_wip_3.jpg'
mech_wip_3.jpg


 

From: Francois Labreque
Subject: Re: Battlemech WIP mo' ambitions, mo' problems!
Date: 13 Aug 2002 21:05:15
Message: <3D59AC61.7020202@videotron.ca>
f00 wrote:
> Hi there,
> 
> as promised, here's my current
> haven't-had-too-much-sleep-at-the-middle-of-the-night-work-in-progress-pictu
> re. I have added some (I admit: still very cheap) background desert theme
> with fog / dust and I've also changed the camouflage texture to a more
> *realistic* one. I made it more matte and added some black burning stains
> and rust. The colors of the texture have been changed to aquire a more
> desert-like look.

You're really getting somewhere with this.  You should uv-map your 
texture on the rockets, though.  The checkered pattern will look a lot 
better.


-- 
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/*    flabreque    */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/*        @        */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/*   videotron.ca  */}camera{orthographic location<6,1.25,-6>look_at a }


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From: f00
Subject: Re: Battlemech WIP mo' ambitions, mo' problems!
Date: 14 Aug 2002 08:35:46
Message: <3d5a4ea2$1@news.povray.org>
Hi ng,
In the meantime, I worked a little on the media thing and my
show-the-spotlight-cones-sandstorm just wont do as I want. I tried it with a
transparent, hollow sphere inside which I placed scattering media. Besides
the awfully long rendertime it always turns out too bright and I don't know
what to do about it. I'll post a section of the code here, maybe someone can
help?

thx in advance, f00


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From: f00
Subject: Re: Battlemech WIP mo' ambitions, mo' problems!
Date: 14 Aug 2002 08:41:23
Message: <3d5a4ff3@news.povray.org>
This time, I forgot the code this was all about, here it is :

#declare Dust_Sphere = sphere {
  <15,-5,0>,
  5
  pigment {
    color rgbt <0,0,0,1>
  }
  finish {
    ambient 0
    diffuse 0
  }
  hollow
  interior {
    media {
      scattering {
        3,
        color rgb <0.847059, 0.847059, 0.74902>
        extinction 1
      }
      density {
        wrinkles
//        density_map {
//          [ 0 color rgb <0,0,0> ]
//          [ 1 color rgb <1,1,1> ]
//        }
      }
      intervals 1
    }
  }
}

maybe its about the ambient value of all the other light sources ? there are
2 spotlights and three other light objects on the 'mech and their object's
ambient value is 1 ( what I actually want it to be, because of the lamp
glow ) .

f00

"f00" <f00### [at] freenetde> schrieb im Newsbeitrag
news:3d5a4ea2$1@news.povray.org...
> Hi ng,
> In the meantime, I worked a little on the media thing and my
> show-the-spotlight-cones-sandstorm just wont do as I want. I tried it with
a
> transparent, hollow sphere inside which I placed scattering media. Besides
> the awfully long rendertime it always turns out too bright and I don't
know
> what to do about it. I'll post a section of the code here, maybe someone
can
> help?
>
> thx in advance, f00
>
>


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From: Marc-Hendrik Bremer
Subject: Re: Battlemech WIP mo' ambitions, mo' problems!
Date: 14 Aug 2002 12:33:53
Message: <3d5a8671@news.povray.org>
"f00" <f00### [at] freenetde> schrieb im Newsbeitrag
news:3d5a4ff3@news.povray.org...
>       scattering {
>         3,
>         color rgb <0.847059, 0.847059, 0.74902>

Divide this color-vector by something like 5 (or more?). Does it help?

Marc-Hendrik


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From: f00
Subject: Re: Battlemech WIP mo' ambitions, mo' problems!
Date: 14 Aug 2002 17:36:06
Message: <3d5acd46$1@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> schrieb im
Newsbeitrag news:3d5a8671@news.povray.org...
>
> Divide this color-vector by something like 5 (or more?). Does it help?
>

It does, actually. Thanks alot for this, because I'm still way
inexperienced, it would have taken me ages to figure that out. Especially as
my scene file keeps getting bigger and I'm loosing track of all the stuff I
build in there. It needs some heavy cleaning. I'll post a new pic tomorrow
evening or even later, as it takes soooo long to render with all the media
in a decent resolution +AA.

'til then,

f00


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