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I agree with Rick. Very Nice. How much is a Business Class ticket? hehe
/Stefan
"sups" <sbh### [at] lycos com> wrote in message
news:3f845184@news.povray.org...
> I rendered a B747 model. The nose, wings and tail are made with triangle
> meshes. My next aim is to develop a animation of a 747 taking off. I am
> working on that. Any suggestion for improvement is deeply appreciated.
>
> thanks
> sup
>
>
>
Post a reply to this message
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Stefan: You wont enjoy the business class flight much...because I haven't
rendered the interior yet -:) Regarding Rick's suggestion, I was wondering
how I can achieve the ambient lighting. I tried using the ambient
keyword...but it didn't have any effect on the aircraft object, although it
affected the ground plane. Is it some sort of a bug that ambient doesn't
work with complex CSGs. Sould be interesting to know.
thanks
Sup
Stefan Persson wrote:
>I agree with Rick. Very Nice. How much is a Business Class ticket? hehe
>
>/Stefan
>
>"sups" <sbh### [at] lycos com> wrote in message
>news:3f845184[at]news.povray.org...
>> I rendered a B747 model. The nose, wings and tail are made with triangle
>> meshes. My next aim is to develop a animation of a 747 taking off. I am
>> working on that. Any suggestion for improvement is deeply appreciated.
>>
>> thanks
>> sup
>>
>>
>>
>
Post a reply to this message
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I think Rick was referring to using radiosity.
Come back to me when you put som nice seat in that plane
and I will be happy to fly with you.. :)
/Stefan
"sups" <sbh### [at] lycos com> wrote in message
news:web.3f848416c42bbe6a7ab051840@news.povray.org...
> Stefan: You wont enjoy the business class flight much...because I haven't
> rendered the interior yet -:) Regarding Rick's suggestion, I was wondering
> how I can achieve the ambient lighting. I tried using the ambient
> keyword...but it didn't have any effect on the aircraft object, although
it
> affected the ground plane. Is it some sort of a bug that ambient doesn't
> work with complex CSGs. Sould be interesting to know.
>
> thanks
> Sup
>
>
> Stefan Persson wrote:
> >I agree with Rick. Very Nice. How much is a Business Class ticket? hehe
> >
> >/Stefan
> >
> >"sups" <sbh### [at] lycos com> wrote in message
> >news:3f845184[at]news.povray.org...
> >> I rendered a B747 model. The nose, wings and tail are made with
triangle
> >> meshes. My next aim is to develop a animation of a 747 taking off. I am
> >> working on that. Any suggestion for improvement is deeply appreciated.
> >>
> >> thanks
> >> sup
> >>
> >>
> >>
> >
>
>
Post a reply to this message
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Not nearly as nice as your model since I just nicked it from 3dcafe.. ;)
But is shows radiosity.
/Stefan
"sups" <sbh### [at] lycos com> wrote in message
news:web.3f848416c42bbe6a7ab051840@news.povray.org...
> Stefan: You wont enjoy the business class flight much...because I haven't
> rendered the interior yet -:) Regarding Rick's suggestion, I was wondering
> how I can achieve the ambient lighting. I tried using the ambient
> keyword...but it didn't have any effect on the aircraft object, although
it
> affected the ground plane. Is it some sort of a bug that ambient doesn't
> work with complex CSGs. Sould be interesting to know.
>
> thanks
> Sup
>
>
> Stefan Persson wrote:
> >I agree with Rick. Very Nice. How much is a Business Class ticket? hehe
> >
> >/Stefan
> >
> >"sups" <sbh### [at] lycos com> wrote in message
> >news:3f845184[at]news.povray.org...
> >> I rendered a B747 model. The nose, wings and tail are made with
triangle
> >> meshes. My next aim is to develop a animation of a 747 taking off. I am
> >> working on that. Any suggestion for improvement is deeply appreciated.
> >>
> >> thanks
> >> sup
> >>
> >>
> >>
> >
>
>
Post a reply to this message
Attachments:
Download '747.jpg' (43 KB)
Preview of image '747.jpg'

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"sups" <sbh### [at] lycos com> wrote in
news:web.3f848416c42bbe6a7ab051840@news.povray.org:
> [...]
> haven't rendered the interior yet -:) Regarding Rick's suggestion, I
> was wondering how I can achieve the ambient lighting. I tried using
> [...]
I think this model would look stunning with HDRI lighting in mael's mlpov.
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Nice job, sup. The model looks fantastic. The only point I can make on the
model is that I don't see a rudder. Did the anti-aliasing take it out? For
my aircraft I simply split the surface and left a gap to create the control
surfaces.
Like the others have mentioned, radiosity is a must. Have you considered
some HDRI maps? They do wonders for realistic lighting and reflections.
Try giving your model some variable reflection to further up the realism as
well.
Skip
Post a reply to this message
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Hi Skip!
Thanks for the suggestions. Till now, I was too concerned with the geometry
of the model. But now, I will start thinking about the lighting. I just now
read an article about radiosity. I simply didn't know this before. I will
post again after adding radiosity. BTW, what are HDRI maps?
thank you
Sup
Skip Talbot wrote:
>Nice job, sup. The model looks fantastic. The only point I can make on the
>model is that I don't see a rudder. Did the anti-aliasing take it out? For
>my aircraft I simply split the surface and left a gap to create the control
>surfaces.
>
>Like the others have mentioned, radiosity is a must. Have you considered
>some HDRI maps? They do wonders for realistic lighting and reflections.
>Try giving your model some variable reflection to further up the realism as
>well.
>
>Skip
>
Post a reply to this message
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HDRI stands for High Dynamic Range Imaging. Its basically an image format
that doesn't have a limit to the brightness levels of the colors. Mael
wrote a patched a version of POV 3.5 that reads such a format for use in
scenes. Download his patch here:
http://pov.monde.free.fr/mael/mlpov083.html
English older version instructions:
http://martial.rameaux.free.fr/mael/mlpov081eng.html
Run some of the sample scenes to see what it can do and for the syntax.
There were several posts on this board a few months ago that demo what HDRI
can do. Here's an aircraft I rendered using an HDRI map:
http://members.aol.com/skipt1/3d/highres/longez6.png
Skip
Post a reply to this message
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Hi!
I am posting two images, one with radiosity, a point light source, and a
blue sky...other one rendered using hdri map in mlpov without any
conventional light source. After seeing some wonderful images with hdri, I
should say I am a little disappointed with the result....the render with
conventional lighting looks far better. I guess I have used some
inappropriate radiosity parameters. Can anybody please throw some light on
how to improve the image. I am giving the radiosity settings for both the
images.
radiosity setting for conventional lighting:
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
radiosity for hdri
radiosity {
pretrace_start 0.08 // start pretrace at this size
//To be used with HDRI maps
pretrace_end 0.04 // end pretrace at this size
count 50 // higher -> higher quality (1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace
step
gray_threshold 0.0 // increase for weakening colors (0..1)
[0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1)
[1]
adc_bailout 0.01/2
normal on // take surface normals into account [off]
}
thanks
sup
"Skip Talbot" <sta### [at] uiuc edu> wrote in message
news:3f84d8d7$1@news.povray.org...
> HDRI stands for High Dynamic Range Imaging. Its basically an image format
> that doesn't have a limit to the brightness levels of the colors. Mael
> wrote a patched a version of POV 3.5 that reads such a format for use in
> scenes. Download his patch here:
> http://pov.monde.free.fr/mael/mlpov083.html
> English older version instructions:
> http://martial.rameaux.free.fr/mael/mlpov081eng.html
>
> Run some of the sample scenes to see what it can do and for the syntax.
> There were several posts on this board a few months ago that demo what
HDRI
> can do. Here's an aircraft I rendered using an HDRI map:
> http://members.aol.com/skipt1/3d/highres/longez6.png
>
> Skip
>
>
Post a reply to this message
Attachments:
Download 'b747_jal_old-radlow.jpg' (166 KB)
Download 'b747_jal_old_hdri1.jpg' (107 KB)
Preview of image 'b747_jal_old-radlow.jpg'

Preview of image 'b747_jal_old_hdri1.jpg'

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What's wrong with your HDRI rendering? It looks good to me. But seriously
folks... It appears that maybe you have rotated the HDRI sphere so that the
bright spots are underneath your plain (and plane). That means the only
thing illuminating your scene is the rather dull floor. Make sure the up on
the HDRI is aligned with the normal of your plane.
You're not going to get well defined shadows with HDRI so I like to back the
shadows up with a dim point light or area light (if you've got the computer
for it). Try adding one aligned with the bright spots on the HDRI so that
illumination lines up and make it real dim so the scene doesn't wash out.
Radiosity is all about tweaking and more tweaking. Try these radiosity
values for some higher quality but a slower redner, and play with the
assumed gamma in your global settings to give the image some contrast.
global_settings {
assumed_gamma 2.0
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 1600
nearest_count 10
error_bound 0.5
recursion_limit 1
low_error_factor .25
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
Skip
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