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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4dd2931f$1@news.povray.org...
> How about googling "Jacobean ceiling patterns" for some ideas.
That would be nice indeed.
Thomas
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On 18/05/2011 10:46 AM, Jim Holsenback wrote:
> On 05/17/2011 12:24 PM, Stephen wrote:
>> On 17/05/2011 1:35 AM, Jim Holsenback wrote:
>>>>
>>>
>>> I think I like this set up a bit better ... I see tho that I need to do
>>> some work on the ceiling in the background structure.
>>
>> How about googling "Jacobean ceiling patterns" for some ideas.
>
> ah ... I've seen a few of those in my travels, maybe I can find an image
> to use for a normal map ;-)
>
I think an actual CSG would be better and give realistic shadows.
>>
>> And do you want another model?
>>
>
> eventually ... but as you can see my progress on this project has slowed
> to something less than that of a snail
Let me know if, when and what.
--
Regards
Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> On 18/05/2011 10:46 AM, Jim Holsenback wrote:
> > On 05/17/2011 12:24 PM, Stephen wrote:
> >> On 17/05/2011 1:35 AM, Jim Holsenback wrote:
> >>>
> >>> I think I like this set up a bit better ... I see tho that I need to do
> >>> some work on the ceiling in the background structure.
> >>
> >> How about googling "Jacobean ceiling patterns" for some ideas.
> >
> > ah ... I've seen a few of those in my travels, maybe I can find an image
> > to use for a normal map ;-)
>
> I think an actual CSG would be better and give realistic shadows.
A height_field would be much easier, IMO. Maybe the new pavement pattern could
be used. Or, if someone can find a simple black/white solid Jacobean ceiling
pattern to use as a base, I've got a POV image beveling script I wrote a while
back to make chiseled height_field objects. Almost any image will work, so just
say the word I'll get it done :)
~Sam
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"Samuel Benge" <stb### [at] hotmail com> wrote:
> Stephen <mcavoys_at@aoldotcom> wrote:
> > On 18/05/2011 10:46 AM, Jim Holsenback wrote:
> > > On 05/17/2011 12:24 PM, Stephen wrote:
> > >> On 17/05/2011 1:35 AM, Jim Holsenback wrote:
> > >>>
> > >>> I think I like this set up a bit better ... I see tho that I need to do
> > >>> some work on the ceiling in the background structure.
> > >>
> > >> How about googling "Jacobean ceiling patterns" for some ideas.
> > >
> > > ah ... I've seen a few of those in my travels, maybe I can find an image
> > > to use for a normal map ;-)
> >
> > I think an actual CSG would be better and give realistic shadows.
>
> A height_field would be much easier, IMO. Maybe the new pavement pattern could
> be used. Or, if someone can find a simple black/white solid Jacobean ceiling
> pattern to use as a base, I've got a POV image beveling script I wrote a while
> back to make chiseled height_field objects. Almost any image will work, so just
> say the word I'll get it done :)
OK, here's a quick test. I haven't researched the subject much, just found an
image and processed it into a height map. The top one uses constructive
beveling, the bottom one, destructive. Tell me what you think. I can add extra
borders or whatever...
~Sam
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Am 20.05.2011 21:13, schrieb Samuel Benge:
> OK, here's a quick test. I haven't researched the subject much, just found an
> image and processed it into a height map. The top one uses constructive
> beveling, the bottom one, destructive. Tell me what you think. I can add extra
> borders or whatever...
Personally I'd prefer the bottom one.
Is it possible to do something in between the two?
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clipka <ano### [at] anonymous org> wrote:
> Am 20.05.2011 21:13, schrieb Samuel Benge:
>
> > OK, here's a quick test. I haven't researched the subject much, just found an
> > image and processed it into a height map. The top one uses constructive
> > beveling, the bottom one, destructive. Tell me what you think. I can add extra
> > borders or whatever...
>
> Personally I'd prefer the bottom one.
>
> Is it possible to do something in between the two?
Of course :)
The attached uses a few more beveling steps, and combines the two types evenly.
I could make plenty of minute changes to it, but first I need to extend the
pattern for ceiling use.
Sam
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On 20/05/2011 8:13 PM, Samuel Benge wrote:
> OK, here's a quick test. I haven't researched the subject much, just found an
> image and processed it into a height map. The top one uses constructive
> beveling, the bottom one, destructive. Tell me what you think. I can add extra
> borders or whatever...
Excellent Sam, the combined image is top class.
I had been thinking something more along the lines of
http://www.tinceilingtile.org/wp-content/uploads/2010/10/Decorative-Ceilings.jpg
Or
http://2.bp.blogspot.com/_OthT1uwNPBs/TIriWxVehPI/AAAAAAAACqQ/bGHQ7KaqF7s/s1600/NM1.jpg
Your work is more suited for an interior as it is so good.
--
Regards
Stephen
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On 5/21/2011 4:02 AM, Stephen wrote:
> On 20/05/2011 8:13 PM, Samuel Benge wrote:
>> OK, here's a quick test. I haven't researched the subject much, just
>> found an
>> image and processed it into a height map. The top one uses constructive
>> beveling, the bottom one, destructive. Tell me what you think. I can
>> add extra
>> borders or whatever...
>
> Excellent Sam, the combined image is top class.
> I had been thinking something more along the lines of
> http://www.tinceilingtile.org/wp-content/uploads/2010/10/Decorative-Ceilings.jpg
>
> Or
>
http://2.bp.blogspot.com/_OthT1uwNPBs/TIriWxVehPI/AAAAAAAACqQ/bGHQ7KaqF7s/s1600/NM1.jpg
>
>
> Your work is more suited for an interior as it is so good.
I'll try making a cloister's ceiling, as it seems more interesting
without being too busy. If it doesn't get included in the scene, I'll
just find some other use for it :)
What's more important at this point? Saving parse time, render time or
memory?
I must say, Jacobean architecture is very nice. Who knows how the
modernist movement ever took hold :S
Sam
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Le 21/05/2011 19:25, stbenge nous fit lire :
>
> What's more important at this point? Saving parse time, render time or
> memory?
Copyright free components, I would guess.
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On 5/21/2011 10:30 AM, Le_Forgeron wrote:
> Le 21/05/2011 19:25, stbenge nous fit lire :
>>
>> What's more important at this point? Saving parse time, render time or
>> memory?
>
> Copyright free components, I would guess.
Hehe, no doubt. I'll be making it from scratch in Illustrator and
POV-Ray, so there /shouldn't/ be a problem...
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