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What is producing the speckles in the water? Distant fish or randomly
distributed particles of some sort?
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Skip Talbot wrote:
> What is producing the speckles in the water? Distant fish or randomly
> distributed particles of some sort?
several "layered" medias with granite densities. You can see a sketch
of the syntax in my reply to gonzo.
the "pea soup" particles were produced by the layer with
precisely this syntax:
media { //pea
scattering {
1,
1
extinction 1.0
}
density {
granite
turbulence 0
scale .03125
color_map {
[0.00 rgb 0]
[0.85 rgb 0]
[0.90 rgb <.004,.006,.002 >*1.4]
[1.00 rgb <.004,.006,.002 >*1.4]
}
}
samples 60, 100
}
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Rene Bui wrote:
> Jim Charter <jrc### [at] msn com> wrote:
>
>>twenty-something hours render
>
>
> The shark flesh seems always a bit rigid, probably something to tweak
> here...
> but it's well done Jim.
>
Thanks, yes the shark is due another pass. Both modelling and texturing.
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Thomas de Groot wrote:
> "Jim Charter" <jrc### [at] msn com> schreef in bericht
> news:4346b4ca@news.povray.org...
>
>>twenty-something hours render
>>
>
> Can I go to another swimming pool, please?
>
> Excellent work Jim!
>
> Thomas
>
>
>
Thanks Thomas. I haven't been commenting but I have been watching the
evolution of your ice scene with interest.
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Remy Closset wrote:
> Great Lighting
> Very realistic....jaws
>
Thanks Remy. This was really my first foray into effects of
media/lighting interactions.
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Skip Talbot wrote:
>
>
> Jim I am doing something amazingly similar with fish and splines right
> now (although the project is on hold until school breaks). You seem to
> have been able to write it much faster than I have though.
>
Fish do seem like a candidate for this. Almost too easy was my first
thought. So I felt a little embarrassed, privately, when usable results
proved elusive at first. Even now there are certain steps in my methods
that make me a bit queasy. It works but I don't totally understand why?
The whole thing took much longer than I had anticipated it would.
And there is some awkward stuff in my design. For instance when I
produce the mesh I proceed along the length of the fish, but when I
generate the UV's I proceed along the breadth. It really requires more
thought and comprehensive design than I put into it.
If I was able to proceed "faster" in your perception it may be because I
have attempted similar things in the past, (a bird), and worked alot
with splines and "grids" of splines with my attempts to produce animal
coverings, feathers, fur, scales etc.
> The render look fantastic! Your shark could use a bit of wear though.
> Most good sized sharks have a few nicks in them. Stunning nonetheless
> though.
>
Thanks.
Yes, as in all mimetic art, it is a matter of refining your observation
of the subject. I wish I had Rene Bui's acute ability that way. In the
home appliance store I work at they have a tape of sharks swimming which
they use to demo the hi-def TV's. I have been learning a lot by
sneaking down to the "Home Entertainment" section of the store and
watching that tape from time to time. You can sense things with the
sharks moving that aren't so apparent in still shots. Sooo. More to come.
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:434aa860$1@news.povray.org...
> >
> Thanks Thomas. I haven't been commenting but I have been watching the
> evolution of your ice scene with interest.
Thanks indeed Jim. It started as a little funny game, and it evolved into
serious scene building. Possibly I am going to do a small series of room
scenes based on the same concept.
Thomas
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Jim Charter <jrc### [at] msn com> wrote:
> twenty-something hours render
This is great, the debris and lighting are much better than the previous
post (which was still very good) and the Shark and other fish are
fantastic. I can't actually find anything to fault with this image other
than you need to do a 80 hour render at higher resolution ;-)
Sean
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