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"stbenge" <THI### [at] hotmailcom> wrote in message
news:49347d54@news.povray.org...
> Kirk Andrews wrote:
>>> It's so real I can almost touch it. Beautiful. Great detail. (I really
>>> like the
>>> monochrome look too; lends itself *very* well to such an image.)
>>>
>>> The only nitpick I might offer is that the lighting/shadows look a bit
>>> *too*
>>> smooth or perhaps omnidirectional, although that's not really the proper
>>> term
>>> for it. In the belt treads, for example.
>>>
>>
>> Well, I think this is what is often called a "mud render" -- textures are
>> still
>> to come and lighting is just ambient occlusion. Sam is just being
>> gracious,
>> lest he blow us all away.
>>
>> Thanks, Sam. Amazing as usual.
>
> Yeah, I rendered this with basic textures to simply display the model. I
> don't know if I'll go forward and finish the scene or not. Maybe I'll try
> out some textures, but the code is a little hard to navigate (it's over
> 1000 lines long).
>
> Sam
Thats the problem I seem to have when my scenes start to get somewhere, they
become so huge i have trouble following them...
One question I have, how do you get those nice round edges instead of the
sharp square edges you normally get when you difference stuff?? Do you do
anything special here or do you manually round them off everywhere?
Cheers Dre
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stbenge <THI### [at] hotmailcom> wrote:
> Meothuru wrote:
> > Cool work...
> > remembers me a litte bit for a monstertruck
> > just like this:
> >
> >
http://www-c.inria.fr/gamma/download/affichage.php?dir=MISC_VEH&name=Monstertruck&last_page=13
>
> That model is begging to be raytraced :)
>
> Sam
Should be no Problem ...
- Download the model
- Download the tool "Poseray"
Let "Poseray" convert the model into a POV-Mesh2 scene
and render the model with POV-Ray.
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Dre wrote:
> Thats the problem I seem to have when my scenes start to get somewhere, they
> become so huge i have trouble following them...
>
> One question I have, how do you get those nice round edges instead of the
> sharp square edges you normally get when you difference stuff?? Do you do
> anything special here or do you manually round them off everywhere?
They are manually rounded off using cylinders, torii and spheres.
There's an object pattern trick for making edges look rounded using
surface normals, but it doesn't work too well with most objects.
Sam
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From: stbenge
Subject: Re: CGSociety Steampunk contest (was tractor 2008)
Date: 1 Dec 2008 23:26:45
Message: <4934b905@news.povray.org>
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nemesis wrote:
> stbenge wrote:
>> Maybe we POVvers should start entering contests or something. There's
>> a steampunk contest going on right now, and POV is really good for
>> making mechanical things :)
>
> Yes:
> http://features.cgsociety.org/challenge/steampunk/
>
> Would you be courageous enough to challenge all those polygon-pros with
> a little CSG wonder? It's a very hard task.
Maybe if I get a good idea. I had an idea for a steampunk version of the
grasshopper/ants tale, but it isn't quite right.
> I also heard this contest is offering US$220,000 in prizes! Plus, it
> can be made in teams rather than individually. Overall, an amazing
> oportunity in all accounts. :)
I don't know how well I would operate in a team. Not that I'm opposed to
it. I would rather not get all excited about it and then lose "steam",
thus annoying my teammates. If I did join a team, I would only want one
of the software prizes (zBrush). The computers or whatever could go to
somebody else :)
Sam
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stbenge <THI### [at] hotmailcom> wrote:
>... but the code is a little hard to navigate (it's
> over 1000 lines long).
Your's is 1000, mine would be 10,000--1000 for the code, 9000 for the comments,
so I could understand what I did! ;-)
KW
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From: St
Subject: Re: CGSociety Steampunk contest (was tractor 2008)
Date: 2 Dec 2008 03:59:38
Message: <4934f8fa@news.povray.org>
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Hmm, why are the entries incomplete?
http://features.cgsociety.org/challenge/steampunk/view_entries.php
They just update them until finished?
~Steve~
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From: Gail
Subject: Re: CGSociety Steampunk contest (was tractor 2008)
Date: 2 Dec 2008 04:15:43
Message: <4934fcbf@news.povray.org>
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"St." <dot### [at] dotcom> wrote in message news:4934f8fa@news.povray.org...
> Hmm, why are the entries incomplete?
> http://features.cgsociety.org/challenge/steampunk/view_entries.php
>
> They just update them until finished?
>
Yes. The contest rules require that people post frequent WIP versions.
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From: nemesis
Subject: Re: CGSociety Steampunk contest (was tractor 2008)
Date: 2 Dec 2008 04:28:16
Message: <4934ffb0@news.povray.org>
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Gail escreveu:
>
> "St." <dot### [at] dotcom> wrote in message news:4934f8fa@news.povray.org...
>> Hmm, why are the entries incomplete?
>> http://features.cgsociety.org/challenge/steampunk/view_entries.php
>>
>> They just update them until finished?
>
> Yes. The contest rules require that people post frequent WIP versions.
That "real-time" feedback is to prevent people with images ready from
2001 reposting them as if anew. Of course, nothing prevents someone
with a lot of wip files repost them. :P
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stbenge escreveu:
> I don't know how well I would operate in a team. Not that I'm opposed to
> it. I would rather not get all excited about it and then lose "steam",
> thus annoying my teammates. If I did join a team, I would only want one
> of the software prizes (zBrush). The computers or whatever could go to
> somebody else :)
I'm also an individualist. Come on, it's much more fun doing everything
by yourself! :)
zBrush has made a name for itself, but most modelling packages are
coming with sculpting tools already...
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BTW, there are contests, you don't have to model for... ;-)
AFAIR you can't win prizes, but they seem to be supposed of doing them
with PovRay.
http://forums.cgsociety.org/showthread.php?f=185&t=450471
bluetree
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