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On 04/24/2011 08:09 AM, Thomas de Groot wrote:
> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> news:4db3f6a0$1@news.povray.org...
>> Oh cool ... when I mentioned character I forgot to say "not necessarily" a
>> human character ... good idea Thomas!
>
> I uploaded the necessary files to p.t.s-f.
I was able to get caught up with all the latest additions and thought I
post a look at what I've got so far.
All my changes were in the main and buildings files (updates posted)
here's a summary:
I changed the court yard tile scaling for the tile size (not the area it
covers) and the thickness of the tile a well. I also discovered that one
the tori used to round the arch edges was missing ... LOL that was easy
to fix as I figured Sam wasn't prone to mistakes like that ... I went
right to the problem (something I'd done). I also worked on the camera
pose a bit and have changed it now so that you can rotate through the
scene without fear of a transporter accident (ending up inside an
object) ... there are a /lot/ of views in this scene now, some will show
where the architecture is missing because it just wasn't in the view
...so if anyone comes up with a view the think shows some promise ...
shout! The current camera setting shows the shot I'm favoring at the
moment. I think with the addition of objects has changed the radiosity
tuning. If someone wants to have a go at firming that up that would be
great ... I'm anxious to see what character additions that you guys will
come up with, but I think we're getting close!
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Jim Holsenback <jho### [at] povray org> wrote:
> On 04/24/2011 08:09 AM, Thomas de Groot wrote:
> > "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> > news:4db3f6a0$1@news.povray.org...
> >> Oh cool ... when I mentioned character I forgot to say "not necessarily" a
> >> human character ... good idea Thomas!
> >
> > I uploaded the necessary files to p.t.s-f.
>
> I was able to get caught up with all the latest additions and thought I
> post a look at what I've got so far.
>
> All my changes were in the main and buildings files (updates posted)
> here's a summary:
>
> I changed the court yard tile scaling for the tile size (not the area it
> covers) and the thickness of the tile a well. I also discovered that one
> the tori used to round the arch edges was missing ... LOL that was easy
> to fix as I figured Sam wasn't prone to mistakes like that ...
Yeah, right... :D
It's looking great, Jim! The light_source might need some brightening. I usually
like to have a full range of values in a scene, from near black to almost pure
white, if possible.
I'm curious, whatever happened to the POV-Ray text?
~Sam
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Very good!
I like the lizard at the edge of the scene. What about a couple of pigeons
(one landing) in the court yard? I can provide that.
I think maybe one human figure is needed, but in the distance, imo in the
first arch of the second tier...
Thomas
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"Robert McGregor" <rob### [at] mcgregorfineart com> schreef in bericht
news:web.4db445be9fd34d3e94d713cc0@news.povray.org...
> Very cool lizard Thomas! Hmmm, subsurface feature?
Thanks Robert. No subsurface here. I believe lizard skin does not really
need it. It is not transparent like human skin.
Thomas
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On 25/04/2011 8:28 AM, Thomas de Groot wrote:
> I think maybe one human figure is needed, but in the distance, imo in the
> first arch of the second tier...
I think that, that position it would be hardly noticeable. Too small and
too dark. I was having trouble putting this model in the shade due to
using radiosity and no ambient. But then maybe subtlety is the way to go.
--
Regards
Stephen
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On 04/25/2011 02:58 AM, Samuel Benge wrote:
> Jim Holsenback<jho### [at] povray org> wrote:
>> On 04/24/2011 08:09 AM, Thomas de Groot wrote:
>>> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
>>> news:4db3f6a0$1@news.povray.org...
>>>> Oh cool ... when I mentioned character I forgot to say "not necessarily" a
>>>> human character ... good idea Thomas!
>>>
>>> I uploaded the necessary files to p.t.s-f.
>>
>> I was able to get caught up with all the latest additions and thought I
>> post a look at what I've got so far.
>>
>> All my changes were in the main and buildings files (updates posted)
>> here's a summary:
>>
>> I changed the court yard tile scaling for the tile size (not the area it
>> covers) and the thickness of the tile a well. I also discovered that one
>> the tori used to round the arch edges was missing ... LOL that was easy
>> to fix as I figured Sam wasn't prone to mistakes like that ...
>
> Yeah, right... :D
>
> It's looking great, Jim! The light_source might need some brightening. I usually
> like to have a full range of values in a scene, from near black to almost pure
> white, if possible.
the radiosity is doing a fairly decent job pulling in the darker areas,
so I'm thinking one light source may be enough ... wonder if Trevor has
been following this thread. He's tops in lighting so maybe he can offer
an opinion about what our next lighting move might be.
>
> I'm curious, whatever happened to the POV-Ray text?
>
just commented out for now
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On 04/25/2011 04:28 AM, Thomas de Groot wrote:
> Very good!
>
> I like the lizard at the edge of the scene. What about a couple of pigeons
> (one landing) in the court yard? I can provide that.
yep ... a pigeon or two sounds like a good idea!
>
> I think maybe one human figure is needed, but in the distance, imo in the
> first arch of the second tier...
I was thinking one or two figures walking in the area just behind the
upper staircase landing (+zdir wall with figures going in <- xdir ->)...
and maybe someone on the stairs
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On 04/25/2011 06:37 AM, Stephen wrote:
> On 25/04/2011 8:28 AM, Thomas de Groot wrote:
>> I think maybe one human figure is needed, but in the distance, imo in the
>> first arch of the second tier...
>
> I think that, that position it would be hardly noticeable. Too small and
> too dark. I was having trouble putting this model in the shade due to
> using radiosity and no ambient. But then maybe subtlety is the way to go.
>
Not too bad there Stephen ... fairly close to what I'd imagined. I
thought the figure fairly close to the camera (as if the view was that
of the character) ... arms out either holding an orb of sorts (logo
encased in the orb) or reaching towards the courtyard with the
appearance of holding or reaching for the logo/sculpture that Rob is
working on.
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On 25/04/2011 11:28 AM, Jim Holsenback wrote:
> On 04/25/2011 06:37 AM, Stephen wrote:
>> On 25/04/2011 8:28 AM, Thomas de Groot wrote:
>>> I think maybe one human figure is needed, but in the distance, imo in
>>> the
>>> first arch of the second tier...
>>
>> I think that, that position it would be hardly noticeable. Too small and
>> too dark. I was having trouble putting this model in the shade due to
>> using radiosity and no ambient. But then maybe subtlety is the way to go.
>>
>
> Not too bad there Stephen ... fairly close to what I'd imagined.
It is only a first pass to get an idea.
> I thought the figure fairly close to the camera (as if the view was that
> of the character) ...
The problem with that is that the camera is in the shadow and little
radiosity light gets to the model. So this image has 3 fill lights
(including a back light to show the translucence of the dress, which
doesn't work). You can see the the shadows are too deep and mesh
artefacts show up. I can subdivide the dress but, later.
> arms out either holding an orb of sorts (logo
> encased in the orb) or reaching towards the courtyard with the
> appearance of holding or reaching for the logo/sculpture that Rob is
> working on.
I would need the rough dimensions of the orb to get the hands right and
the apparent weight to gauge how far back she was leaning to balance it.
Collaborations are not easy.
When I can get all the image files together I'll post the include file
for you and others to play with.
--
Regards
Stephen
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On 25/04/2011 11:54 AM, Stephen wrote:
> So this image has 3 fill lights
In a light group.
--
Regards
Stephen
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