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See p.general : a challenge of sorts
Recreating the image (provided scene is free of rights, update & change
as you wants)
There is room for improvements.
comment the arealight's line for a very quicker render (but stronger
shadows)
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Attachments:
Download 'pov.png' (123 KB)
Download 'pov.pov.txt' (3 KB)
Preview of image 'pov.png'
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On 04/10/2011 09:38 AM, Le_Forgeron wrote:
> See p.general : a challenge of sorts
>
> Recreating the image (provided scene is free of rights, update& change
> as you wants)
>
> There is room for improvements.
>
> comment the arealight's line for a very quicker render (but stronger
> shadows)
Thanks for getting the ball rolling on this ... If I can't get enough
momentum generated it could be useful. I really wanted to go in a
different direction that involved a scene rather than a banner approach
... here's what I mean.
A basic design that would lend itself to being easily a themed based
scene, for instance "summer vacation" ... In the foreground, water a
beach then a sea wall (the depth cue into the scene) ... POVRAY in
objects in the sand. Maybe a beached sailboat with "Persistence of
Vision" instead of a hull number ... the sea wall follows the shoreline
into scene then an out cropping with anything from a beach shack to a
mega-resort
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On 04/10/2011 10:35 AM, Jim Holsenback wrote:
> A basic design that would lend itself to being easily a themed based
> scene, for instance "summer vacation" ... In the foreground, water a
> beach then a sea wall (the depth cue into the scene) ... POVRAY in
> objects in the sand. Maybe a beached sailboat with "Persistence of
> Vision" instead of a hull number ... the sea wall follows the shoreline
> into scene then an out cropping with anything from a beach shack to a
> mega-resort
Here's a roughed out example of what I'm talking about, the scene file
is also attached. Anyone who'd like to help expand this idea or perhaps
another theme have a go, but let's keep it layout mode for now.
Jim
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Download 'newdocimg.png' (15 KB)
Download 'newdocimg.pov.txt' (3 KB)
Preview of image 'newdocimg.png'
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How about a "temple of new features"?
Probably room for a candle or two in that scheme ;)
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Attachments:
Download 'temple.png' (113 KB)
Download 'temple.pov.txt' (4 KB)
Preview of image 'temple.png'
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On 04/10/2011 09:38 AM, Le_Forgeron wrote:
> See p.general : a challenge of sorts
I've roughed out a basic setup and posted the scene files in
p.t.scene-files ... as it's setup it will render the basic shot I'm
looking for w/radiosity (but hey I'm open to a different view)
I'm interested in refining the arch setup ... If someone thinks they'd
like to give that a go that would be great as it's one of the scene main
objects. Don't really have an opinion ... individual blocks, a mesh, or
csg with procedural textures.
Change WorkMode to "yes" to get wider view of the overall scene ... the
cylinder is just a marker for the point of interest ;-)
Jim
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Download 'ndi.png' (91 KB)
Preview of image 'ndi.png'
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Jim Holsenback <jho### [at] povrayorg> wrote:
> I've roughed out a basic setup and posted the scene files in
> p.t.scene-files ... as it's setup it will render the basic shot I'm
> looking for w/radiosity (but hey I'm open to a different view)
>
> I'm interested in refining the arch setup ... If someone thinks they'd
> like to give that a go that would be great as it's one of the scene main
> objects. Don't really have an opinion ... individual blocks, a mesh, or
> csg with procedural textures.
I've made no big changes to the overall setup, just added some rounded moulding,
slightly better radiosity and pigment encapsulation. The updated scene is over
in p.t.scene-files~
~Sam
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On 04/17/2011 10:41 PM, Samuel Benge wrote:
> Jim Holsenback<jho### [at] povrayorg> wrote:
>> I've roughed out a basic setup and posted the scene files in
>> p.t.scene-files ... as it's setup it will render the basic shot I'm
>> looking for w/radiosity (but hey I'm open to a different view)
>>
>> I'm interested in refining the arch setup ... If someone thinks they'd
>> like to give that a go that would be great as it's one of the scene main
>> objects. Don't really have an opinion ... individual blocks, a mesh, or
>> csg with procedural textures.
>
>
> I've made no big changes to the overall setup, just added some rounded moulding,
> slightly better radiosity and pigment encapsulation. The updated scene is over
> in p.t.scene-files~
>
> ~Sam
>
Integrated your changes with mine ... not settled with the POV-Ray just
added that to give an idea of how it's starting to shape up. I'll play
around some more with the background arches ... maybe another level up
... dunno. In the mean time if someone is into trying to come up with a
ground plane (thinking cobble stones) that would be cool.
updated sources in p.t.scene-files
Jim
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Download 'ndi.png' (161 KB)
Preview of image 'ndi.png'
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Jim Holsenback <jho### [at] povrayorg> wrote:
>
> Integrated your changes with mine ... not settled with the POV-Ray just
> added that to give an idea of how it's starting to shape up. I'll play
> around some more with the background arches ... maybe another level up
> ... dunno. In the mean time if someone is into trying to come up with a
> ground plane (thinking cobble stones) that would be cool.
Cobble stones would be cool... I've got this procedural irregular bricks pattern
going, but it doesn't take well to low camera angles. It could probably be made
into an isosurface using one of its faster modes.
The POV logo is just a placeholder. Feel free to incorporate or reject any or
all changes :)
~Sam
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Attachments:
Download 'ndi-7m_57s.jpg' (148 KB)
Preview of image 'ndi-7m_57s.jpg'
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On 04/18/2011 02:10 AM, Samuel Benge wrote:
> Jim Holsenback<jho### [at] povrayorg> wrote:
>>
>> Integrated your changes with mine ... not settled with the POV-Ray just
>> added that to give an idea of how it's starting to shape up. I'll play
>> around some more with the background arches ... maybe another level up
>> ... dunno. In the mean time if someone is into trying to come up with a
>> ground plane (thinking cobble stones) that would be cool.
>
> Cobble stones would be cool... I've got this procedural irregular bricks pattern
> going, but it doesn't take well to low camera angles. It could probably be made
> into an isosurface using one of its faster modes.
>
> The POV logo is just a placeholder. Feel free to incorporate or reject any or
> all changes :)
>
> ~Sam
Hey this is really starting to take shape! I merged your
changes/additions and I've started to develop the next level. I think
I'm going to be able to duplicate the previous layer and just move it up
one level (background smaller arches) ... first I squared away the 3
near background level ups ... they are now at 5,6, and 7 respectively.
I've broken out the logo centerpiece into it's own include file as I see
that as the next piece of the puzzle. Rob McGregor mentioned that he'd
like to get involved ... Rob I'm thinking blobs and looks like a
sculpture, as a 1st pass idea, but not locked into that notion.
Also updated the files over in p.t-scene-files. Oh yeah ... really like
the texture work Sam ... nice job!
Jim
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Attachments:
Download 'ndi.png' (676 KB)
Preview of image 'ndi.png'
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Jim Holsenback <jho### [at] povrayorg> wrote:
>
> Hey this is really starting to take shape! I merged your
> changes/additions and I've started to develop the next level. I think
> I'm going to be able to duplicate the previous layer and just move it up
> one level (background smaller arches) ... first I squared away the 3
> near background level ups ... they are now at 5,6, and 7 respectively.
It's looking good. Would a portcullis or some other open gate be doable? The
area seems kind of closed-in. Of course, there would need to be a backdrop, but
I'd be willing to throw some mountains out there.
> Also updated the files over in p.t-scene-files. Oh yeah ... really like
> the texture work Sam ... nice job!
Thanks! If I have the time I'll try to make the irregular bricks texture into
actual objects. I've been meaning to do that anyway, since having an irregular
brick macro might be handy...
Oh yeah, and since this will be a relatively small render, why not have some
isosurface foliage somewhere, like in the corners or on the tiers? They might
need to make use of radiosity importance sampling, but this scene is all about
new features, right :)
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