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From: Bryan Valencia
Subject: Asteroid City 2
Date: 10 Sep 2004 11:13:10
Message: <4141c486@news.povray.org>
Getting closer, but still not there yet.


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From: Slime
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 13:33:41
Message: <4141e575$1@news.povray.org>
> Getting closer, but still not there yet.

I think you need to work on the lighting. Too much of the scene is covered
in grey patches of unlit surfaces, IMHO.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Skip Talbot
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 14:50:57
Message: <4141f791$1@news.povray.org>
Yeah, throw a radiosity block into your global settings and tweak it from
there.  Should come out pretty well.

Skip


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From: Marc Jacquier
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 14:51:01
Message: <4141f795@news.povray.org>

4141e575$1@news.povray.org...
> > Getting closer, but still not there yet.
>
> I think you need to work on the lighting. Too much of the scene is covered
> in grey patches of unlit surfaces, IMHO.
>
>  - Slime
>  [ http://www.slimeland.com/ ]
>
On this point, I think using radiosity means you have to put ambient 0 on
every texture you don't want to be emitting light.
Unlit surfaces should be  less flat.
Marc


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From: Xplo Eristotle
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 15:25:59
Message: <4141ffc7@news.povray.org>
Marc Jacquier wrote:

> On this point, I think using radiosity means you have to put ambient 0 on
> every texture you don't want to be emitting light.

Not explicitly; assuming those textures don't already have individual 
ambient settings, setting ambient 0 in #default will do the trick. 
Textures that ARE supposed to glow can still have nonzero ambient.


On this note.. Bryan, if you replace the ambient with radiosity, low 
quality settings will work fine (count 5 - 30, recursion 1, error_bound 
1 - .5). You can always increase them later if you want to pick out 
small details.

-Xplo


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From: Slime
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 15:46:56
Message: <414204b0$1@news.povray.org>
> Yeah, throw a radiosity block into your global settings and tweak it from
> there.  Should come out pretty well.


Radiosity is a possibility but not even really necessary; I'd decrease the
ambient light significantly (it's space after all), maybe move the primary
light source to illuminate more, and add a dim shadowless light somewhere to
get some shading in the unlit areas.

Of course, on top of that, everything could use better textures, but I'm
assuming that hasn't really been worked on yet.

The stars could be improved also; they look kind of stretched and stuff.
More like whitish blobs than bright distant objects.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Jim Charter
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 16:03:46
Message: <414208a2$1@news.povray.org>
Bryan Valencia wrote:
> Getting closer, but still not there yet.
> 
Nice, seems like it's been awhile since we've had some traditional 
spacescapes, (just Gail's recent scene.)  I like the sweep of the 
composition and the continuity of foreground and background.  The 
foreground terrain texture works remarkably well.

I recently picked up some classic scifi hard-science type easy-reads
Ben Bova for instance.

Would an asteroid like this be cratered?

Is it true that space equipment is perpetually scarred by radiation and 
dust bombardment like they picture it in those novels?

Looks like you got some good crit from the others.


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From: Bryan Valencia
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 16:11:36
Message: <41420a78@news.povray.org>
Actually that _was_ with radiosity.  This is what it looks like without.
The goal here is not to highlight the nuances of the unlit rock.  It's a fantasy scene
about a
colony on a large asteroid.

I could maybe use some ideas on rad settings to make it less boring.

Here are the current settings - pretty much pasted out of the insert menu...

    radiosity {
      pretrace_start 0.08
      pretrace_end   0.01
      count 40

      nearest_count 10
      error_bound 0.5
      recursion_limit 1

      low_error_factor .5
      gray_threshold 0.0
      minimum_reuse 0.015
      brightness .2

      adc_bailout 0.01/2

      normal on
    }


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Attachments:
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From: Bryan Valencia
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 20:10:35
Message: <4142427b@news.povray.org>
Oops that was the wrong attachment, sorry.


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From: Anthony D  Baye
Subject: Re: Asteroid City 2
Date: 10 Sep 2004 23:19:57
Message: <41426EDA.CCB11D92@gold.sdsmt.edu>
Very nice.  I like how you softened the becon-beam, but you might try
placing one at each corner of the landing pad to create a descent
coridoor effect.  Just a suggestion.

Is this an asteroid mine, or an actual habitat?

I  like the concept of the Thistledown from Greg Bear's "EON"

ADB

Bryan Valencia wrote:

> Getting closer, but still not there yet.
>
>  [Image]


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