POV-Ray : Newsgroups : povray.binaries.images : Bass (WIP Take 2 195KB) Server Time
5 Nov 2024 22:24:39 EST (-0500)
  Bass (WIP Take 2 195KB) (Message 1 to 6 of 6)  
From: Nekar Xenos
Subject: Bass (WIP Take 2 195KB)
Date: 25 Apr 2006 06:22:28
Message: <444df864@news.povray.org>
I've tried a different camera angle and simpler wall textures. Everything 
seems wrong now. Most of which I can fix. I've put
aperture 0.03 in the focal blur, looks like I'll have to take it down even 
more.

The bass's inside texture looked white, even when it's black, I think it's 
because of the no_shadow . I think light groups is the answer here but I 
haven't really played around with it much. So I changed it to rgb -10. It 
was a bit of an overkill.   :-p

I'm not really sure why some of the sides are black as I don't have any 
black texture on them.


The media is making strange circles. Any idea on what to do about it? Adding 
density makes it even worse so I've dropped that as well.

sphere{0,10//<-2.1,-.001,-3.1>,<2.1,3,3.1>
        pigment{colour rgbt 1 }
        interior{
                media {  // fog
                  scattering { 4, rgb .1 // 5, rgb 1 eccentricity -1 
extinction .9   // {4, rgb .03}
                  }
                  samples 5,20
                  method 3
                 /*density {
                            gradient y
                            density_map {[0 rgb .2][.3 rgb .03][.7 rgb 
.001][1 rgb .2]}
                            warp{turbulence <.3,.1,1>*2}
                            scale 4
                          }*/
                }
               }
      hollow
      }


  Total Time:    4 hours 48 minutes  1 seconds (17281 seconds)
CPU time used: kernel 11.64 seconds, user 13404.55 seconds, total 13416.19 
seconds
Render averaged 35.78 PPS over 480000 pixels

POV-Ray finished


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Attachments:
Download 'BassScene2.jpg' (196 KB)

Preview of image 'BassScene2.jpg'
BassScene2.jpg


 

From: St 
Subject: Re: Bass (WIP Take 2 195KB)
Date: 25 Apr 2006 08:18:24
Message: <444e1390@news.povray.org>
"Nekar Xenos" <go_### [at] yahoocom> wrote in message 
news:444df864@news.povray.org...

    Hey, I'm liking the concept of this! I think the amp is a whole lot 
better, and agree that on some amps, you probably can see the speaker, (I 
just can't on mine).

      Yes, something needs to be done with the focal blur, it's a little too 
grainy for me atm.

     Coming along nicely though!  :)

     ~Steve~


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From: Nekar Xenos
Subject: Re: Bass (WIP Take 2 195KB)
Date: 25 Apr 2006 09:41:58
Message: <444e2726@news.povray.org>
"St." <dot### [at] dotcom> wrote in message news:444e1390@news.povray.org...
>    Hey, I'm liking the concept of this! I think the amp is a whole lot 
> better, and agree that on some amps, you probably can see the speaker, (I 
> just can't on mine).
>
>      Yes, something needs to be done with the focal blur, it's a little 
> too grainy for me atm.
>
>     Coming along nicely though!  :)
>
Thanks, I needed that. I was getting ather tired of all these little 
problems... :)


-- 
-Nekar Xenos-
----------------------------------------
"The truth is out there..."


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From: Alain
Subject: Re: Bass (WIP Take 2 195KB)
Date: 25 Apr 2006 20:08:39
Message: <444eba07$1@news.povray.org>
Nekar Xenos nous apporta ses lumieres en ce 25/04/2006 06:29:
> I've tried a different camera angle and simpler wall textures. Everything 
> seems wrong now. Most of which I can fix. I've put
> aperture 0.03 in the focal blur, looks like I'll have to take it down even 
> more.
> 
> The bass's inside texture looked white, even when it's black, I think it's 
> because of the no_shadow . I think light groups is the answer here but I 
> haven't really played around with it much. So I changed it to rgb -10. It 
> was a bit of an overkill.   :-p
> 
> I'm not really sure why some of the sides are black as I don't have any 
> black texture on them.
> 
> 
> The media is making strange circles. Any idea on what to do about it? Adding 
> density makes it even worse so I've dropped that as well.
> 
> sphere{0,10//<-2.1,-.001,-3.1>,<2.1,3,3.1>
>         pigment{colour rgbt 1 }
>         interior{
>                 media {  // fog
>                   scattering { 4, rgb .1 // 5, rgb 1 eccentricity -1 
> extinction .9   // {4, rgb .03}
>                   }
>                   samples 5,20
>                   method 3

You get 5 samples. The max value is ignored when using method 3. You may need to set
samples to 
something larger, maybe 20 or more.
Look at the end of section 3.6.2.2  Sampling Parameters & Methods in the
documentations.

-- 
Alain
-------------------------------------------------
Impressionism: From a distance, shit looks like a garden.


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Bass (WIP Take 2 195KB)
Date: 26 Apr 2006 06:35:41
Message: <444f4cfd@news.povray.org>
High!

With all those sweet little notes on the bar it looks kitschy down the 
line... I wouldn't dare to do this with my (still WIP) electronic organ 
modelings!

See you in Khyberspace!

Yadgar

Now playing: Incantations Part IV (Mike Oldfield)


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From: Nekar Xenos
Subject: Re: Bass (WIP Take 2 195KB)
Date: 26 Apr 2006 11:10:45
Message: <444f8d75@news.povray.org>

news:444f4cfd@news.povray.org...
> High!
>
What's high? Do you mean the focal blur? I'm taking it down to .01. Maybe 
that will be better

> With all those sweet little notes on the bar it looks kitschy down the 
> line... I wouldn't dare to do this with my (still WIP) electronic organ 
> modelings!
>

I was going for surreal there...


-- 
-Nekar Xenos-
----------------------------------------
"The truth is out there..."


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