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From: Thomas de Groot
Subject: Gancaloon: Old City street new version
Date: 12 Apr 2013 03:46:34
Message: <5167bbda@news.povray.org>
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One step further. Some code clean-up and improvements, and, as shown, an
added random texturing of the buildings.
This version of the macros is gradually diverging from the one in
p.b.s-f. I shall see how I can include the new features in the 'public'
version ;-)
Thomas
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Attachments:
Download 'gancaloon_old city street_05.jpg' (133 KB)
Preview of image 'gancaloon_old city street_05.jpg'
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From: Nekar Xenos
Subject: Re: Gancaloon: Old City street new version
Date: 12 Apr 2013 03:54:32
Message: <op.wve38zntufxv4h@xena>
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On Fri, 12 Apr 2013 09:46:21 +0200, Thomas de Groot <tho### [at] degrootorg>
wrote:
> One step further. Some code clean-up and improvements, and, as shown, an
> added random texturing of the buildings.
>
> This version of the macros is gradually diverging from the one in
> p.b.s-f. I shall see how I can include the new features in the 'public'
> version ;-)
>
> Thomas
I like the new textures :)
--
-Nekar Xenos-
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From: Thomas de Groot
Subject: Re: Gancaloon: Old City street new version
Date: 12 Apr 2013 07:14:37
Message: <5167ec9d@news.povray.org>
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On 12-4-2013 9:54, Nekar Xenos wrote:
>
> I like the new textures :)
Thanks. The added proximity pattern is giving me some trouble, mainly
because of the geometric form of the buildings. Some roughness of the
walls will probably correct that.
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 12-4-2013 9:54, Nekar Xenos wrote:
> >
> > I like the new textures :)
>
> Thanks. The added proximity pattern is giving me some trouble, mainly
> because of the geometric form of the buildings. Some roughness of the
> walls will probably correct that.
>
> Thomas
Looking good, the texture appears lighter in several of the corners on the
walls, this is the bit I would expect to appear more dirty/darker, is the
proximity problem you are referring to?
Are you planning on adding more realistic looking doors? Maybe with different
colours if painted (not sure that would fit the scene though).
Sean
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Thomas de Groot <tho### [at] degrootorg> wrote:
> One step further. Some code clean-up and improvements, and, as shown, an
> added random texturing of the buildings.
>
> This version of the macros is gradually diverging from the one in
> p.b.s-f. I shall see how I can include the new features in the 'public'
> version ;-)
>
> Thomas
Would be nice to see a radiosity version of this image as well (I assume the
lighting is ambient currently?)
Sean
Post a reply to this message
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On 12-4-2013 15:03, s.day wrote:
> Would be nice to see a radiosity version of this image as well (I assume the
> lighting is ambient currently?)
Strange you say this. This *is* a radiosity version ;-)
Currently:
radiosity {
pretrace_start 0.08
pretrace_end 0.004
count 50, 500
nearest_count 10, 5
error_bound 0.6
recursion_limit 2
low_error_factor .3
gray_threshold 0.0
minimum_reuse 0.010
maximum_reuse 0.1
brightness 1
adc_bailout 0.01/2
normal off
media off
always_sample off
}
Thomas
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On 12-4-2013 15:01, s.day wrote:
> Looking good, the texture appears lighter in several of the corners on the
> walls, this is the bit I would expect to appear more dirty/darker, is the
> proximity problem you are referring to?
No, the lighter colour of the edges is intentional as dirt is rubbed off
there, or so I imagine. On the other hand, dirt accumulation in angles
and corners is maybe less well treated this way. Room for improvement,
no doubt ;-)
The problem I refer to is the spots near the first floor windows. My
hope is that with a more irregular surface they will mostly disappear.
>
> Are you planning on adding more realistic looking doors? Maybe with different
> colours if painted (not sure that would fit the scene though).
Oh yes. Once the general issues are solved, more details will be given
to doors and windows, especially in close-up scenes. In overviews they
will be switched off.
Thomas
Post a reply to this message
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 12-4-2013 15:03, s.day wrote:
> > Would be nice to see a radiosity version of this image as well (I assume the
> > lighting is ambient currently?)
>
> Strange you say this. This *is* a radiosity version ;-)
>
> Currently:
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.004
> count 50, 500
> nearest_count 10, 5
> error_bound 0.6
> recursion_limit 2
> low_error_factor .3
> gray_threshold 0.0
> minimum_reuse 0.010
> maximum_reuse 0.1
> brightness 1
> adc_bailout 0.01/2
> normal off
> media off
> always_sample off
> }
>
> Thomas
Oops.. sorry, I guess looking at the inside of the windows it shows radiosity
effects, I think the shadows of the buildings on the road and to a certain
extent the shadows on the walls in many areas look too consistent, I would
expect them to darken a bit as they get into corners etc..
I assume you have ambient_light set to zero in the scene? (looking at the
darkness inside the windows would point to this being set I guess).
Will look more closely before I comment again ;-)
Sean
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 12-4-2013 15:01, s.day wrote:
> > Looking good, the texture appears lighter in several of the corners on the
> > walls, this is the bit I would expect to appear more dirty/darker, is the
> > proximity problem you are referring to?
>
> No, the lighter colour of the edges is intentional as dirt is rubbed off
> there, or so I imagine. On the other hand, dirt accumulation in angles
> and corners is maybe less well treated this way. Room for improvement,
> no doubt ;-)
>
> The problem I refer to is the spots near the first floor windows. My
> hope is that with a more irregular surface they will mostly disappear.
>
> >
> > Are you planning on adding more realistic looking doors? Maybe with different
> > colours if painted (not sure that would fit the scene though).
>
> Oh yes. Once the general issues are solved, more details will be given
> to doors and windows, especially in close-up scenes. In overviews they
> will be switched off.
>
> Thomas
Hi Thomas,
It was not the edge corners I was referring to, I agree these would be lighter
but more the inner angles where as you say dirt tends to accumulate I was
referring to.
Ahh, yes I did think the spots near the windows looked a bit odd, wish I could
offer some useful advice but all my textures are manually tweaked so I have no
experience of using the proximity method.
I look forward to seeing the next installment from this project.
Sean
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On 13-4-2013 1:56, s.day wrote:
> Oops.. sorry, I guess looking at the inside of the windows it shows radiosity
> effects, I think the shadows of the buildings on the road and to a certain
> extent the shadows on the walls in many areas look too consistent, I would
> expect them to darken a bit as they get into corners etc..
The radiosity settings are not optimal I think. For a high quality
render of this street, they would have to be improved.
>
> I assume you have ambient_light set to zero in the scene? (looking at the
> darkness inside the windows would point to this being set I guess).
ambient_light is set at default. I fooled you! ;-) The inside of the
windows is a surface with pigment {rgb <0,0,0>} as the inside of the
houses are of no concern. In a later stage, most will get shutters
and/or bars.
>
> Will look more closely before I comment again ;-)
No, please do! It helps me to look at coding details I may overlook.
Thomas
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