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It's been a while since my last post here, so I thought why not post a
little WIP :)
Wagon uses IsoWood (although I still have to finetune it and prevent the
pattern from repeating), hay is a rather simple mesh approach. Wall and
floor are from some wall generating macros I wrote for the project.
Radiosity is Radiosity_Debug from rad_def.inc (I'm not *that* patient
when rendering WIPs *g*).
Critics and comments highly appreciated
Florian
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Attachments:
Download 'wagon.jpg' (109 KB)
Preview of image 'wagon.jpg'
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Florian Brucker wrote:
> It's been a while since my last post here, so I thought why not post a
> little WIP :)
>
> Wagon uses IsoWood (although I still have to finetune it and prevent the
> pattern from repeating),
To avoid repeating use a different seed for each plank and non-zero
Rotate and Translate parameters. If the texture used is the standard
'Tex_IW_Weathered_Wood_01' - this is designed to be much darker.
Are the round parts of the wheels created as functions or CSG?
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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In article <3ff5d467@news.povray.org>,
Florian Brucker <tor### [at] torfboldcom> wrote:
> It's been a while since my last post here, so I thought why not post a
> little WIP :)
>
> Wagon uses IsoWood (although I still have to finetune it and prevent the
> pattern from repeating), hay is a rather simple mesh approach. Wall and
> floor are from some wall generating macros I wrote for the project.
> Radiosity is Radiosity_Debug from rad_def.inc (I'm not *that* patient
> when rendering WIPs *g*).
Everything looks a bit washed out...especially the wood the cart is made
out of. Also, the straw needs work. It appears to be composed of
perfectly straight pieces, all of the same length. Some color variation
would be good too, as well as some irregularity in the shape of the
pile...maybe using a noise-based function to control straw density. This
looks more like straw...hay is greener and leafier, with smaller pieces:
http://www.opread.org/images/hay.jpg
http://www.opread.org/images/straw.jpg
(unfortunately, these are baled, so they don't really show you what a
loose pile looks like)
The stone floor and walls look nice, though a bit loose, like you could
just pull a block out.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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> To avoid repeating use a different seed for each plank
> and non-zero Rotate and Translate parameters.
Ah, I see. I have used non-zero values for Translate, but used the same
seed every time - now that you tell me how to do it is totally clear :)
> If the texture used is the standard 'Tex_IW_Weathered_Wood_01' -
> this is designed to be much darker.
This is most propably a result of my poor lighting and radiosity setup
which was only for testing purposes. As I wrote I'll have to finetune
those things a lot.
> Are the round parts of the wheels created as functions or CSG?
IsoCSG :)
I'll take this as a chance to tell you how great your include files
(Both IsoWood & IsoCSG) are! I also love that your documentation covers
all important aspects.
Good work!
Florian
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> Everything looks a bit washed out...
I think this is due to the usage of Radiosity_Debug from rad_def.inc
> Also, the straw needs work. It appears to be composed of
> perfectly straight pieces, all of the same length.
Now guess what they are :)
> Some color variation
> would be good too, as well as some irregularity in the shape of the
> pile...maybe using a noise-based function to control straw density. This
> looks more like straw...hay is greener and leafier, with smaller pieces:
I agree to all of them. Perhaps I'll go for straw, then, as I don't want
to model leaves, too :)
> The stone floor and walls look nice, though a bit loose, like you could
> just pull a block out.
Yeah, I'll add some soil/mortar and some details like grass in the gaps.
Thanks for your comments!
Florian
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in news:3ff6c46b$1@news.povray.org Florian Brucker wrote:
>> Also, the straw needs work. It appears to be composed of
>> perfectly straight pieces, all of the same length.
> Now guess what they are :)
>
Mikado, that would give it a surreal toutch.
Ingo
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Hey Florian, it's looking good.... especially the hay. Having lived in
the country for a while, I can say I've seen hay look like that. The
radiosity lends a nice 'thick' look to it.
Florian Brucker wrote:
> It's been a while since my last post here, so I thought why not post a
> little WIP :)
>
> Wagon uses IsoWood (although I still have to finetune it and prevent the
> pattern from repeating), hay is a rather simple mesh approach. Wall and
> floor are from some wall generating macros I wrote for the project.
> Radiosity is Radiosity_Debug from rad_def.inc (I'm not *that* patient
> when rendering WIPs *g*).
>
> Critics and comments highly appreciated
>
> Florian
>
> ------------------------------------------------------------------------
>
--
Samuel Benge
stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html
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In article <3ff6c46b$1@news.povray.org>,
Florian Brucker <tor### [at] torfboldcom> wrote:
> > Everything looks a bit washed out...
> I think this is due to the usage of Radiosity_Debug from rad_def.inc
Maybe some of it, but I don't see that making the wood quite so bad...it
really looks like it has a high ambient.
> > Also, the straw needs work. It appears to be composed of
> > perfectly straight pieces, all of the same length.
> Now guess what they are :)
Equal-length, perfectly straight pieces?
> > Some color variation
> > would be good too, as well as some irregularity in the shape of the
> > pile...maybe using a noise-based function to control straw density. This
> > looks more like straw...hay is greener and leafier, with smaller pieces:
> I agree to all of them. Perhaps I'll go for straw, then, as I don't want
> to model leaves, too :)
You might have misinterpreted what I was saying. I wasn't talking about
broad leaves, I meant that hay usually is finer and has blades of grass,
while straw consists mainly of hollow...well, straws. You do get leaves
of various plants such as alfalfa and clover in the richer hay, though.
Pure grass hays are usually cheap...
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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>>>Everything looks a bit washed out...
>>I think this is due to the usage of Radiosity_Debug from rad_def.inc
>
> Maybe some of it, but I don't see that making the wood quite so bad...it
> really looks like it has a high ambient.
Well, it's only an IsoWood + a texture coming with the IsoWood include
file. Perhaps JPG did a good job, too :)
> You might have misinterpreted what I was saying. I wasn't talking about
> broad leaves, I meant that hay usually is finer and has blades of grass,
> while straw consists mainly of hollow...well, straws. You do get leaves
> of various plants such as alfalfa and clover in the richer hay, though.
> Pure grass hays are usually cheap...
I think I understood what you were trying to say. But nevertheless I'll
go for the straw, just because those two objects are only background
decorations for the scene. I don't know if it would be worth the effort
to model such small details. If it turns out that it looks too cheap,
I'll go for the hay :)
Thanks for your input
Florian
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> Hey Florian, it's looking good.... especially the hay. Having lived in
> the country for a while, I can say I've seen hay look like that. The
> radiosity lends a nice 'thick' look to it.
Thanks! I'm not sure if you can call my place of living a rural (I think
that's the word) one, but I do see hay in the summer. Although I must
say that I understand Chris when he says that it looks to uniform. I
already changed that :)
Florian
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