POV-Ray : Newsgroups : povray.binaries.images : Gotta catch that train Server Time
14 Nov 2024 06:12:39 EST (-0500)
  Gotta catch that train (Message 1 to 10 of 10)  
From: clipka
Subject: Gotta catch that train
Date: 17 Oct 2009 11:29:13
Message: <4ad9e2c9@news.povray.org>
Added some more "steam greebles":

- Corrugated catwalks, handrails & treads
- Sand pipework
- Feedwater pipe
- Pressured air tanks
- Rivets, rivets and more rivets

Not perfectly authentic yet (e.g. the air tanks should actually go on 
the left-hand side), but authenticity has to wait until after the 
TINA-CHeP deadline (stay tuned on www.tc-rtc.co.uk).


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From: clipka
Subject: Re: Gotta catch that train
Date: 17 Oct 2009 12:03:05
Message: <4ad9eab9@news.povray.org>
... and on display at venice after a fresh paint job.


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From: Alain
Subject: Re: Gotta catch that train
Date: 17 Oct 2009 17:48:09
Message: <4ada3b99$1@news.povray.org>

> ... and on display at venice after a fresh paint job.
> 
> ------------------------------------------------------------------------
> 
You must rotate that HDR background. The seam is horrible.

Other than that, good job.



Alain


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From: clipka
Subject: Re: Gotta catch that train
Date: 18 Oct 2009 02:09:32
Message: <4adab11c$1@news.povray.org>
Alain schrieb:

> You must rotate that HDR background. The seam is horrible.

I just use it as a lighting stage, which is why I didn't bother.


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From: SafePit
Subject: Re: Gotta catch that train
Date: 18 Oct 2009 12:40:01
Message: <web.4adb449b3d8eed9c1cb651830@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> ... and on display at venice after a fresh paint job.

I like the paint and imperfections of the surface.  Did you use a warp or other
finish to do that?


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From: nemesis
Subject: Re: Gotta catch that train
Date: 18 Oct 2009 18:59:03
Message: <4adb9db7@news.povray.org>
clipka wrote:
> ... and on display at venice after a fresh paint job.

that's so friggin' nice!


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From: clipka
Subject: Re: Gotta catch that train
Date: 19 Oct 2009 01:49:59
Message: <4adbfe07@news.povray.org>
SafePit schrieb:

> I like the paint and imperfections of the surface.  Did you use a warp or other
> finish to do that?

Thanks. The irregularities in the reflection are simply two overlayed 
"bumps":

   normal {
     average
     normal_map {
       [1 bumps 0.01 scale  2.0*in ]
       [1 bumps 0.05 scale 20.0*in ]
     }
   }

where "in" is a distance equivalent to 1 inch in the model.

The rivets are just spheres.

The corrugated catwalk uses an isosurface based on a "bump map" image; 
an actual bump map turned out to be problematic regarding the direction 
of light (an old ailment of POV-Ray's bump mapping), and the isosurface 
didn't bog down rendering time too much.


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From: Shay
Subject: Re: Gotta catch that train
Date: 30 Oct 2009 14:25:51
Message: <4aeb2faf@news.povray.org>
clipka wrote:
> Added some more "steam greebles":
> 
> - Corrugated catwalks, handrails & treads
> - Sand pipework
> - Feedwater pipe
> - Pressured air tanks
> - Rivets, rivets and more rivets
> 
> Not perfectly authentic yet (e.g. the air tanks should actually go on 
> the left-hand side), but authenticity has to wait until after the 
> TINA-CHeP deadline (stay tuned on www.tc-rtc.co.uk).
> 
> 
> ------------------------------------------------------------------------
> 

Very nice, but as predicted loses something when "properly" textured. By 
modeling in different colors, you revealed things that wouldn't be 
present in a photograph or photo-realistic render.

This is important, I think, because so few things render or photograph 
well. What looks good in flattened 3D? Relatively convex objects like 
faces, buildings, and landscapes. That's it. Sure, you can find some 
impressive 3D examples of other things, but compare those to 2D work of 
the same subject and I'll bet you find the 3D lacking. A few years ago, 
I ran across the CGTalk "Grand Space Opera" challenge which blew my mind 
when I compared the 2D to 3D entries.

What's the problem with 3D? I believe there's a human tendency to 
separate any image into positive and negative or light and dark space 
(look at the difference in perspective one can gain from cropping a 
render). A 2D artist can overcome this and create more spaces with his 
complete control of localized contrast and "texture" of the flattened 
image. A 3D artist could exercise more control than most do, but the 
time required for extra light sources and experimentation is great.

Something I will continue to think on.

  -Shay


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From: Kirk Andrews
Subject: Re: Gotta catch that train
Date: 30 Oct 2009 14:40:00
Message: <web.4aeb329d3d8eed9cb555cae70@news.povray.org>
> Very nice, but as predicted loses something when "properly" textured. By
> modeling in different colors, you revealed things that wouldn't be
> present in a photograph or photo-realistic render.
>
> This is important, I think, because so few things render or photograph
> well. What looks good in flattened 3D? Relatively convex objects like
> faces, buildings, and landscapes. That's it. Sure, you can find some
> impressive 3D examples of other things, but compare those to 2D work of
> the same subject and I'll bet you find the 3D lacking. A few years ago,
> I ran across the CGTalk "Grand Space Opera" challenge which blew my mind
> when I compared the 2D to 3D entries.
>
> What's the problem with 3D? I believe there's a human tendency to
> separate any image into positive and negative or light and dark space
> (look at the difference in perspective one can gain from cropping a
> render). A 2D artist can overcome this and create more spaces with his
> complete control of localized contrast and "texture" of the flattened
> image. A 3D artist could exercise more control than most do, but the
> time required for extra light sources and experimentation is great.
>
> Something I will continue to think on.
>
>   -Shay

I think you're on to something.  In this way, 3D art is similar to photography.
A good photographer can turn an ordinary scene into a piece of art by careful
consideration of composition and lighting.  In reality, the potential for the
same is even stronger in 3D artwork, but like you say, we give up too soon.


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From: Thomas de Groot
Subject: Re: Gotta catch that train
Date: 31 Oct 2009 04:33:43
Message: <4aebf667$1@news.povray.org>
"Shay" <n@n.n> schreef in bericht news:4aeb2faf@news.povray.org...
> Very nice, but as predicted loses something when "properly" textured. By 
> modeling in different colors, you revealed things that wouldn't be present 
> in a photograph or photo-realistic render.
>
> This is important, I think, because so few things render or photograph 
> well. What looks good in flattened 3D? Relatively convex objects like 
> faces, buildings, and landscapes. That's it. Sure, you can find some 
> impressive 3D examples of other things, but compare those to 2D work of 
> the same subject and I'll bet you find the 3D lacking. A few years ago, I 
> ran across the CGTalk "Grand Space Opera" challenge which blew my mind 
> when I compared the 2D to 3D entries.
>
> What's the problem with 3D? I believe there's a human tendency to separate 
> any image into positive and negative or light and dark space (look at the 
> difference in perspective one can gain from cropping a render). A 2D 
> artist can overcome this and create more spaces with his complete control 
> of localized contrast and "texture" of the flattened image. A 3D artist 
> could exercise more control than most do, but the time required for extra 
> light sources and experimentation is great.
>
> Something I will continue to think on.

Please do. You have started here an interesting string of thoughts which 
might be fundamental to the way we usually look at the work we are creating. 
Kirk mentioned photography as an analog to 3D art as we understand it. I 
agree to some extent, although I believe we have more power over the subject 
than the photographer.

Thomas


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