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--
Steven Pigeon, Ph. D.
pig### [at] iroumontrealca
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Attachments:
Download 'TheCore_03.png' (532 KB)
Preview of image 'TheCore_03.png'
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Whats the white spot on the floor?
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I think it is a reflection of one of the spots
and Steven has one finish for the tiles and the
stuf in between (whatever that is called in English).
Felbrigg wrote:
> Whats the white spot on the floor?
>
>
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Yes, one finish. It's a WIP... things will be
better eventually.
How do I boost constrast in a scene ? (besides
post-processing ?)
"andrel" <a_l### [at] hotmailcom> wrote in message
news:408### [at] hotmailcom...
> I think it is a reflection of one of the spots
> and Steven has one finish for the tiles and the
> stuf in between (whatever that is called in English).
>
> Felbrigg wrote:
> > Whats the white spot on the floor?
> >
> >
>
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Steven Pigeon wrote:
> Yes, one finish. It's a WIP... things will be
> better eventually.
They always will.
>
> How do I boost constrast in a scene ? (besides
> post-processing ?
In ray tracing usually with objects and lights.
Talking about lights, you have one row of lights
over a couple of you machines and another row at
the end of the room, illuminating nothing really.
IRL light are normally used to provide light for
human beings to see what they are doing.
In this room there are nearly no lights where they
would be useful. If you move the lights more to the
center of the scene and add a table (perhaps even
a table tennis or snooker table ;) ) or something
else in the middle you might get more 'contrast'
in the scene (for one meaning of contrast).
>
> "andrel" <a_l### [at] hotmailcom> wrote in message
> news:408### [at] hotmailcom...
>
>>I think it is a reflection of one of the spots
>>and Steven has one finish for the tiles and the
>>stuf in between (whatever that is called in English).
>>
>>Felbrigg wrote:
>>
>>>Whats the white spot on the floor?
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> IRL light are normally used to provide light for
> human beings to see what they are doing.
lamp pointed at the ceiling and get a nice diffuse lighting
for the room. That's what I tried to get.
> else in the middle you might get more 'contrast'
> in the scene (for one meaning of contrast).
May try this...
Best,
S.
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Steven Pigeon wrote:
> Yes, one finish. It's a WIP... things will be
> better eventually.
>
> How do I boost constrast in a scene ? (besides
> post-processing ?)
>
Steven,
The easiest way to increase the contrast in a scene is to put this
around your camera:
sphere{<0,0,0>,1 pigment{rgbt<1,1,1,1.5>}}
It might help to bring the assumed_gamma down to 1.0 in global_settings.
Try these changes with radiosity to really see a difference. Hope this
helps~
-Samuel Benge
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Samuel Benge wrote:
<snip question from Steven Pigeon />
> The easiest way to increase the contrast in a scene is to put this
> around your camera:
> sphere{<0,0,0>,1 pigment{rgbt<1,1,1,1.5>}}
>
> It might help to bring the assumed_gamma down to 1.0 in global_settings.
>
> Try these changes with radiosity to really see a difference. Hope this
> helps~
Hey, that's a GREAT IDEA, Putting something around the camera to get
unique effects. You've opened a new line of thinking for me! Thanks for
the suggestion!!!
--
Respectfully,
Dan P
http://<broken link>
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Dan P wrote:
> Samuel Benge wrote:
>
> <snip question from Steven Pigeon />
>
>> The easiest way to increase the contrast in a scene is to put this
>> around your camera:
>> sphere{<0,0,0>,1 pigment{rgbt<1,1,1,1.5>}}
>
> Hey, that's a GREAT IDEA, Putting something around the camera to get
> unique effects. You've opened a new line of thinking for me! Thanks for
> the suggestion!!!
It's not my idea. Plus, the idea to max out the transmit value came from
the POV docs.
-Samuel Benge
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In article <408520f0$1@news.povray.org>,
"Steven Pigeon" <pig### [at] iroumontrealca> wrote:
> How do I boost constrast in a scene ? (besides
> post-processing ?)
Make sure ambient is 0 in all textures that aren't supposed to be
glowing. It's easiest to set this with the #default directive, though
you have to watch out for any textures that define non-0 ambient values.
(such as most of the textures in the include files)
Then use radiosity for indirect lighting.
--
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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