|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In parallel with Urbex, I am working now on a scene using an old model I
have had for ages: the 3ds Cloister model from Pieve di Cadore in
Northern Italy, modelled by Adriano del Fabbro in 1997.
In the past, I have used little elements from the model in other scenes;
this is the first time I fully work with it. I am busy making some
changes, some additions, but overall this is what the cloister looks
like now.
Thomas
Post a reply to this message
Attachments:
Download 'silentium.png' (453 KB)
Preview of image 'silentium.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
After a week of hard work, the next wip.
Thomas
Post a reply to this message
Attachments:
Download 'silentium_04.png' (547 KB)
Preview of image 'silentium_04.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
El 23/08/14 a las #4, Thomas de Groot escribió:
> After a week of hard work, the next wip.
>
Nice improvements: the textures are way better. But I see something
weird with the checkered floor: looks like if the normal doesn't matches
the lighting. Also, the gap between tiles on the inside floor looks like
too big.
Oh, and that nice cluster is really begging for a more dramatic
lighting (I think Radiosity_OutdoorHQ from rad_def.inc will do the job).
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 23-8-2014 13:32, Jaime Vives Piqueres wrote:
> El 23/08/14 a las #4, Thomas de Groot escribió:
>> After a week of hard work, the next wip.
>>
>
> Nice improvements: the textures are way better. But I see something
> weird with the checkered floor: looks like if the normal doesn't matches
> the lighting.
I have been wondering about that too. Only light source is the Sun,
shining directly into the cloister, and reflected from the outside on
the left side of the image, which is open to a garden in my model. The
normals seem indeed strange. The bump map is a blurred b/w image where
black is the gap + bevelling of the tiles and white the tiles
themselves; bump_size=10.
It seems counter-intuitive to me, but inverting the bump_size seems to
give the correct result (see image). Somehow, this is the inverse of
what I /read/ or /understand/ from what is said in Poseray.
> Also, the gap between tiles on the inside floor looks like
> too big.
That is right. At first I interpreted it as a extra decoration, but
better would be to reduce the gap.
> Oh, and that nice cluster is really begging for a more dramatic
> lighting (I think Radiosity_OutdoorHQ from rad_def.inc will do the job).
I'll try that indeed.
Thomas
Post a reply to this message
Attachments:
Download 'silentium.png' (546 KB)
Preview of image 'silentium.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
El 23/08/14 a las #4, Thomas de Groot escribió:
> It seems counter-intuitive to me, but inverting the bump_size seems
> to give the correct result (see image). Somehow, this is the inverse
> of what I /read/ or /understand/ from what is said in Poseray.
I remembered now that this happened to me once, and the problem was
that the mesh was inverted... maybe that's the case?
--
jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 23.08.2014 16:54, schrieb Jaime Vives Piqueres:
> El 23/08/14 a las #4, Thomas de Groot escribió:
>> It seems counter-intuitive to me, but inverting the bump_size seems
>> to give the correct result (see image). Somehow, this is the inverse
>> of what I /read/ or /understand/ from what is said in Poseray.
>
> I remembered now that this happened to me once, and the problem was
> that the mesh was inverted... maybe that's the case?
No, the true problem is that POV-Ray has been doing bump maps wrong for
ages, and it's somewhat random whether a positive or negative bump_size
gives you the desired results... or neither of them: There are cases
where the bumps look like the light would be coming from 90 degrees off
the true light direction.
This isn't trivial to fix, and although it kind of has been the first
item on my todo list ever, this probably requires some custom-tooled
heavy duty mil-spec tuits.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 23-8-2014 18:44, clipka wrote:
> No, the true problem is that POV-Ray has been doing bump maps wrong for
> ages, and it's somewhat random whether a positive or negative bump_size
> gives you the desired results... or neither of them: There are cases
> where the bumps look like the light would be coming from 90 degrees off
> the true light direction.
Good to know. Somehow, I prefer this case otherwise I was beginning to
doubt the wiring of my brain cells
>
> This isn't trivial to fix, and although it kind of has been the first
> item on my todo list ever, this probably requires some custom-tooled
> heavy duty mil-spec tuits.
>
Those are difficult to get at this moment...
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 24/08/14 08:19, Thomas de Groot wrote:
> On 23-8-2014 18:44, clipka wrote:
>> This isn't trivial to fix, and although it kind of has been the first
>> item on my todo list ever, this probably requires some custom-tooled
>> heavy duty mil-spec tuits.
>>
>
> Those are difficult to get at this moment...
>
> Thomas
>
Rubbish! I've still got a warehouse full of them. Everything from
kindergarten class tidy-your-room-up tuits to the full monty.
Send me your specs and I'll despatch a few at no charge.
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 24-8-2014 16:33, Doctor John wrote:
> Rubbish! I've still got a warehouse full of them. Everything from
> kindergarten class tidy-your-room-up tuits to the full monty.
> Send me your specs and I'll despatch a few at no charge.
>
Ha! That's what they say! 'no charge', and then the bill falling on the mat!
Dump a cratefull of full monties on Christoph, please.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 25.08.2014 09:15, schrieb Thomas de Groot:
> On 24-8-2014 16:33, Doctor John wrote:
>> Rubbish! I've still got a warehouse full of them. Everything from
>> kindergarten class tidy-your-room-up tuits to the full monty.
>> Send me your specs and I'll despatch a few at no charge.
>>
>
> Ha! That's what they say! 'no charge', and then the bill falling on the
> mat!
>
> Dump a cratefull of full monties on Christoph, please.
>
> Thomas
Turns out they need to be those space-grade hyperspace-jump-capable ones
- I've just installed Frontier's Elite: Dangerous beta. Hard times for
you, folks - fun times for me :-D
(The Thrustmaster HOTAS Warthog combo + rudder pedals really kick ass
with this game. Pity I don't own an Oculus Rift as well...)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |