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Hi all:
Still on holidays (even though it seems someone has stolen the summer) and
finishing this WIP.
I'm using assumed gamma 1.0, and all textures have an ambient value of 0.0,
except for the signboards and the cadmium lights (ambient 0.8).
I wanted to ask you about how do you see it in your monitors 'cos I'm
working in a laptop and each time I move my head the image seems different.
Also, all kind of constructive criticsm, suggestions and comments are
wellcome.
(Now I'm going to pray a little for a sunny day for tomorrow... maybe with a
little luck...)
Txemi Jendrix
tji### [at] txemijendrixcom
http://www.txemijendrix.com
Post a reply to this message
Attachments:
Download 'cabina6.jpg' (108 KB)
Preview of image 'cabina6.jpg'
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"Txemi Jendrix" <tji### [at] euskalnetnet> wrote in news:3d6528b9@news.povray.org
> Also, all kind of constructive criticsm, suggestions and comments are
> wellcome.
I think that human is intersecting telephone box ;)
White cat and human face is un-photorealistic - probably due to too
'plastic' texture (decrease phong, add some bozo/granite texture).
Also some elements of trash-bin looks to computer-like (primitve shpapes),
mabe add normal, or better change to isosurface+inside+noise3d
--
#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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Rafal is right, that guy has managed to shove his hand right through the
phone box.
Also, to me the ambient 0.8 stuff looks pretty bad in comparison to the rest
of the scene. Maybe a cylinder light behind a filtering/transmitting box
would work better. Or even better, emitting media. Up to you, it'll be you
who has to make it work :-).
"Txemi Jendrix" <tji### [at] euskalnetnet> wrote in message
news:3d6528b9@news.povray.org...
> Hi all:
> Still on holidays (even though it seems someone has stolen the summer) and
> finishing this WIP.
> I'm using assumed gamma 1.0, and all textures have an ambient value of
0.0,
> except for the signboards and the cadmium lights (ambient 0.8).
> I wanted to ask you about how do you see it in your monitors 'cos I'm
> working in a laptop and each time I move my head the image seems
different.
> Also, all kind of constructive criticsm, suggestions and comments are
> wellcome.
>
> (Now I'm going to pray a little for a sunny day for tomorrow... maybe with
a
> little luck...)
>
> Txemi Jendrix
> tji### [at] txemijendrixcom
> http://www.txemijendrix.com
>
>
>
>
Post a reply to this message
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Oops, forgot to say:
Great image, some really good modelling in there.
"Alastair Murray" <ala### [at] hotmailcom> wrote in message
news:3d6547cb$1@news.povray.org...
> Rafal is right, that guy has managed to shove his hand right through the
> phone box.
>
> Also, to me the ambient 0.8 stuff looks pretty bad in comparison to the
rest
> of the scene. Maybe a cylinder light behind a filtering/transmitting box
> would work better. Or even better, emitting media. Up to you, it'll be
you
> who has to make it work :-).
>
>
> "Txemi Jendrix" <tji### [at] euskalnetnet> wrote in message
> news:3d6528b9@news.povray.org...
> > Hi all:
> > Still on holidays (even though it seems someone has stolen the summer)
and
> > finishing this WIP.
> > I'm using assumed gamma 1.0, and all textures have an ambient value of
> 0.0,
> > except for the signboards and the cadmium lights (ambient 0.8).
> > I wanted to ask you about how do you see it in your monitors 'cos I'm
> > working in a laptop and each time I move my head the image seems
> different.
> > Also, all kind of constructive criticsm, suggestions and comments are
> > wellcome.
> >
> > (Now I'm going to pray a little for a sunny day for tomorrow... maybe
with
> a
> > little luck...)
> >
> > Txemi Jendrix
> > tji### [at] txemijendrixcom
> > http://www.txemijendrix.com
> >
> >
> >
> >
>
>
Post a reply to this message
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I never had a cat, but isn't the cat too small? Oh, there are two of them..
I mean the one on the ... trashcan.
I like the gamma.. I would say the blue sign is unrealistic compared to
photos.. The yellow too, well ... there's something raytraced about
everything here, but that is not necessarely bad.
Regards,
Hugo
Post a reply to this message
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Txemi Jendrix wrote:
> Hi all:
> Still on holidays (even though it seems someone has stolen the summer) and
> finishing this WIP.
> I'm using assumed gamma 1.0, and all textures have an ambient value of 0.0,
> except for the signboards and the cadmium lights (ambient 0.8).
> I wanted to ask you about how do you see it in your monitors 'cos I'm
> working in a laptop and each time I move my head the image seems different.
> Also, all kind of constructive criticsm, suggestions and comments are
> wellcome.
>
> (Now I'm going to pray a little for a sunny day for tomorrow... maybe with a
> little luck...)
>
> Txemi Jendrix
> tji### [at] txemijendrixcom
> http://www.txemijendrix.com
>
>
>
>
I think the trash bin and its lighting looks pretty good. Maybe you
could dirty up the wall especially the stone blocks behind the telephone
box.
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"Hugo" <hua### [at] post3teledk> wrote in news:3d654f17$1@news.povray.org
> there's something raytraced about
> everything here, but that is not necessarely bad.
this IMHO is the best problem with image - it is too 'nice' - it needs some
randomnes
--
#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
Post a reply to this message
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On Thu, 22 Aug 2002 20:09:58 +0200, Txemi Jendrix wrote:
> Hi all:
> Still on holidays (even though it seems someone has stolen the summer) and
> finishing this WIP.
> I'm using assumed gamma 1.0, and all textures have an ambient value of 0.0,
> except for the signboards and the cadmium lights (ambient 0.8).
> I wanted to ask you about how do you see it in your monitors 'cos I'm
> working in a laptop and each time I move my head the image seems different.
> Also, all kind of constructive criticsm, suggestions and comments are
> wellcome.
Looks very flat and 2D like, also looks dry (not shiny). This is often caused
by ambient light.
> (Now I'm going to pray a little for a sunny day for tomorrow... maybe with a
> little luck...)
Good luck with the weather.
--
#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
Post a reply to this message
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"Txemi Jendrix" <tji### [at] euskalnetnet> wrote in message
news:3d6528b9@news.povray.org...
> Hi all:
> Still on holidays (even though it seems someone has stolen the summer) and
> finishing this WIP.
> I'm using assumed gamma 1.0, and all textures have an ambient value of
0.0,
> except for the signboards and the cadmium lights (ambient 0.8).
> I wanted to ask you about how do you see it in your monitors 'cos I'm
> working in a laptop and each time I move my head the image seems
different.
> Also, all kind of constructive criticsm, suggestions and comments are
> wellcome.
Very nice image, especially the container with the graffiti looks very good
some points of improvement still possible:
* smashing your hand throug a telepone booth seems a rather painful
experience.
* The position of the telephone booth in front of the door seems rather
unlogical. Move the door to the right a bit, not too much cause then the
tree is in front.
*Pavement, and glass of the telephone booth look too clean. Have you ever
seen a clean telephone booth?
*different textures on grey cat, costume and wood on the door could make
image much better
*black cat looks a bit flat. Maybe she's too black.
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> this IMHO is the best problem with image - it is too 'nice'
> - it needs some randomnes
I'd say the light and textures are to blame (as usually). The modelling is
good. Some more randomnes in textures would spise it up, but it doesn't have
to be dirty.. Number one priority is the light, but it's very tricky.
I remember the telephone box you rendered on a white background - that was
great looking and shows the potential of the models.
Regards,
Hugo
Post a reply to this message
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