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> Focal blur is a bit to strong though, I think.
Yes, thanks... I was trying to follow your latest advice on focal blur,
but screwed it. Now I think I got it right (see my last post).
--
Jaime Vives Piqueres
http://www.ignorancia.org
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> My only complain is that the rocks seems to be somewhat to glossy, but it
> may only be an effect of a harsh lighting.
No, I was over-using the specular there... now I raised it by half the
amount. Thanks...
--
Jaime Vives Piqueres
http://www.ignorancia.org
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> As usual, good work, Jaime. Especially the rocks look very convincing. I
> am a little bit less enthousiastic about the ground surface though, which
> looks too smooth and shiny to me, showing its image map origin :-) But I
> am sure you are able to do something about that!
You're right about the ground... I abused the specular, and also used a
too simple normal on the ground height_field. On the last shot I tried to
correct both, thanks!
--
Jaime Vives Piqueres
http://www.ignorancia.org
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>> Usually when that happens to me, I never end up posting anything \:
>
> That's a shame... I usually enjoy your unique images.
>
>> It's a good scene, but the light balance doesn't seem to follow the sun
>> much. Textured fog might help with something like this, but POV doesn't
>> support it. I wrote some code a while back to add this kind of
>> functionality, you might want to check it out. It's over at
>> p.t.scene-files. Perhaps you can glean something from it.
>
> Thanks, that works wonderfully on this case, and was easy to add due to
> the way the scene was constructed. Indeed, your code is a very good
> demonstration of the idea, and allows to quickly grasp the concept and to
> see how useful it is for outdoor scenes. I second the feature request, of
> course...
>
Woooow! So much beter :)
Alain
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Woooooooooowww.........!
Really good!
Thomas
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On 10/1/2010 1:25 PM, Jaime Vives Piqueres wrote:
> Following my usual pattern, I put aside everything else and followed the
> impulse to create this scene. Thankfully it was easy and quick to transform
> parts of prior scenes into this one.
>
> The snake is a mesh model found on archive3d.net.
>
> Rendered with radiosity, focal blur and aa in about 30 min.
>
As usual, another top-notch rendering. You're truly a master at POV!
--
~Mike
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> > Usually when that happens to me, I never end up posting anything \:
>
> That's a shame... I usually enjoy your unique images.
>
> > It's a good scene, but the light balance doesn't seem to follow the sun
> > much. Textured fog might help with something like this, but POV doesn't
> > support it. I wrote some code a while back to add this kind of
> > functionality, you might want to check it out. It's over at
> > p.t.scene-files. Perhaps you can glean something from it.
>
> Thanks, that works wonderfully on this case, and was easy to add due to
> the way the scene was constructed. Indeed, your code is a very good
> demonstration of the idea, and allows to quickly grasp the concept and to
> see how useful it is for outdoor scenes. I second the feature request, of
> course...
That looks much better! It's an awesome scene :) Did you try out the ground fog
version I posted? It doesn't look nearly as good, but I wanted to provide the
option for it anyway.
Media would be the ideal choice in any case, but it's still pretty slow even
with multiple cores.
In other scenarios, casting glare from the sun would also help balance the
light. A sphere with a polar or spherical pigment pointing at the sun works. And
there's that clear tube with a specular or phong finish connecting between the
sun and camera. It seems to work pretty well, and even reacts when something
occludes the light.
And then there are clouds. The same technique of using a polar pigment located
at the camera position--and pointed at a light_source--can help "stacked planes"
clouds look more realistic.
Sam
P.S. Are coral snakes desert creatures? I heard this saying regarding the
distinction between coral and king snakes: "Red touching yellow, kill a fellow.
Red touching black, friend to Jack."
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Thanks, that works wonderfully on this case, and was easy to add due to
> the way the scene was constructed. Indeed, your code is a very good
> demonstration of the idea, and allows to quickly grasp the concept and to
> see how useful it is for outdoor scenes. I second the feature request, of
> course...
Looks beautiful. (I really like desert scenes--they can incorporate lots of
random-looking detail that help 'sell' the image; and you've done a really nice
job with that.) The depth-of-field looks better in this one too. But I miss the
tiny circling birds. :-( Or maybe they're just washed out in the sun glare.
Methinks the scene could use a bit more ambient lighting in the shadows now (or
brighter radiosity) since the sky now has some atmospheric glow. Seems that it
should fill in the shadows more.
Ken
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I like the scene!
Any chance of all or some of the scene code being posted somewhere?
I would love to use the desert/rocks to help create a Lego Stars Wars
Clone Wars desert battle scene similar to the image found here:
http://alj029.blogspot.com/2010/03/almost-there.html
I already have Lego 3D models of the Imperial Dropship and the
stormtroopers (see link below for picture of the dropship)
http://shop.lego.com/ByTheme/Product.aspx?p=7667&cn=520&d=322
Bye for now
Reuben
--
reu### [at] pearsecouk
http://www.pearse.co.uk/lego
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El Mon, 01 Nov 2010 21:52:19 +0000, Reuben Pearse escribió:
> I like the scene!
Thanks!
> Any chance of all or some of the scene code being posted somewhere?
Yes, there are chances... but who knows when? :)
Seriously, I should finish this scene, clean and publish the code, and
answer some pending posts on this thread... I'm almost finished with the
thing that was eating all my little free time, so perhaps I can do it
soon.
Anyhow I can send you the code "as it is" now, if you really need it...
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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