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Here I have both the black and blue and the WHite and gold simply by
changing the sky colour
It\s all in the radiosity and exposure
// begin code ---
//--------------------------------------------------------------------------
#version 3.7;
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//--------------------------------------------------------------------------
#default{ finish{ ambient 0 diffuse 1 }}
//------------------------------------------
#include "shapes.inc"
#include "colors.inc"
#include "textures.inc"
//------------------------------------------
global_settings{
ambient_light 1
radiosity {
// pretrace_start 1
// pretrace_end 1
error_bound 0.6
count 1000
// brightness 1
// gray_threshold 0
// media on
// normal on
recursion_limit 2
} // --------------
}// end global_settings
// ----------------------------------------
camera{ location <0, 14, -20>
right x*image_width/image_height
rotate 12*y
look_at <-1.25,2.8,0>
angle 33
}
//sky_sphere{ pigment { color rgb 1} } // Blue/Black
sky_sphere{ pigment { color rgb <1,1,.3>*20} } // gold/white
// fog
---------------------------------------------------------------------
// ground
------------------------------------------------------------------
plane{ <0,1,0>, 0
pigment{ // solid pattern for use in texture/pigment/normal(/density)
// cube checker pattern, alternates color1 and color2
checker
color rgb <1, 1, .1>,
color rgb .5
scale 5
}
} // end of plane
// -----------------------------------------
//box{-50,50 hollow pigment{colour rgb <1,1,0>}finish{diffuse 1}}
union {
#for (Cnt,1,3)
difference {
box {<-1,-1,-1>,<1,1,1> }
sphere {0,1.40 inverse /* texture{ pigment{ color rgb<1,1,1>*0.5}}*/
}
sphere {0,1.25}
texture{ pigment{ color rgb ((Cnt/2)=(int(Cnt/2)))*<.1,.1,.7>+.03}//
blue / black
finish{ phong 1 diffuse 1-Cnt/10 reflection{
0,.1*((Cnt/2)!=(int(Cnt/2)))} }
}
translate<0,0,0>
scale 1+Cnt*0.65
translate <0,1+Cnt*0.30,0>
rotate Cnt*<0,-22,0>
}//----------
#end
scale <1,1,1>
translate<0,1,0>
}
// -----------------------------------------
// End code ---
--
-Nekar Xenos-
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Attachments:
Download '!blueblack.png' (57 KB)
Download 'blueblack.png' (64 KB)
Preview of image '!blueblack.png'
Preview of image 'blueblack.png'
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Am 01.03.2015 um 09:26 schrieb Nekar Xenos:
> Here I have both the black and blue and the WHite and gold simply by
> changing the sky colour
> It\s all in the radiosity and exposure
Not the same effect as with the dress though. You just hit the dynamic
range limit of the file format; that's not the case with the dress.
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On 03/01/2015 02:04 PM, clipka wrote:
> Am 01.03.2015 um 09:26 schrieb Nekar Xenos:
>> Here I have both the black and blue and the WHite and gold simply by
>> changing the sky colour
>> It\s all in the radiosity and exposure
>
> Not the same effect as with the dress though. You just hit the dynamic
> range limit of the file format; that's not the case with the dress.
OK, Christoph, challenge accepted. In the right-side render, the dress
is within the dynamic range, except for some of the brighter-lit blue
areas. The rest of the scene is washed out, as it was in the original
photograph.
The left side uses an rgb 1 light source, appropriately adjusted for
inverse square fading. The right side uses hsv <40, 0.8, 9>, also
1/sq-adjusted. Ambient values were auto-calculated by my private render
rig (as were the light source values and camera position), although for
an experiment like this, you'd probably want to stick with radiosity.
(The scene turns off ambient when it uses radiosity, even if you're
still using POV-Ray 3.6.2.)
To keep it realistic, the scene uses assumed_gamma 1. An even more
realistic scene would use spectral rendering, but with this working POC,
that seems like overkill.
_____________________________________________________________
#version 3.5;
#ifndef (Rad) #declare Rad = on; #end
global_settings
{ assumed_gamma 1
#if (Rad)
radiosity
{ count 100
error_bound 0.5
pretrace_end 0.01
pretrace_start 0.08
recursion_limit 2
}
#end
}
camera
{ location <0, 1, -5.6713>
look_at <0, 1, 0>
right 0.6667 * x
up y
angle 16.0585
}
#if (frame_number = 2)
light_source
{ <-3.3125, 7.6250, -5.7374>,
rgb <36409, 26700, 7282>
fade_power 2 fade_distance 0.10417
spotlight point_at <0, 1, 0> radius 45 falloff 90
}
#default
{ finish
{ diffuse 0.6
ambient rgb (Rad? 0: <1.6278, 1.1937, 0.3256>)
}
}
#else
light_source
{ <-3.3125, 7.6250, -5.7374>,
rgb <4045.5, 4045.5, 4045.5>
fade_power 2 fade_distance 0.10417
spotlight point_at <0, 1, 0> radius 45 falloff 90
}
#default
{ finish
{ diffuse 0.6
ambient rgb (Rad? 0: 0.18087)
}
}
#end
box
{ -1, 1 scale <7, 9, 7> hollow
pigment { rgb 1 }
}
plane
{ y, 0
pigment { checker rgb 0.5 rgb 1 }
}
sor
{ 8, <0.60, -0.50>, <0.37, 0.00>, <0.26, 0.60>, <0.31, 1.10>,
<0.23, 1.40>, <0.30, 1.85>, <0.15, 2.00>, <0.00, 2.01>
sturm
pigment
{ gradient y color_map
{ [0.5 rgb <0.07, 0.09, 0.8>]
[0.5 rgb 0.04]
}
scale 0.25
}
}
Post a reply to this message
Attachments:
Download 'dresses.jpg' (41 KB)
Preview of image 'dresses.jpg'
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On 03/01/2015 10:13 PM, Cousin Ricky wrote:
> #version 3.5;
>
> [snip]
Render with: +KFF2 +W320 +H480
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On 02/03/2015 02:16, Cousin Ricky wrote:
> On 03/01/2015 10:13 PM, Cousin Ricky wrote:
>> #version 3.5;
Are you using Moray?
--
Regards
Stephen
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On 03/02/2015 03:42 AM, Stephen wrote:
> On 02/03/2015 02:16, Cousin Ricky wrote:
>> On 03/01/2015 10:13 PM, Cousin Ricky wrote:
>>> #version 3.5;
>
> Are you using Moray?
No, I'm just failing to assume that everyone has upgraded since 2004.
It doesn't need any features beyond 3.5, so I went with that.
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On 02/03/2015 14:55, Cousin Ricky wrote:
> On 03/02/2015 03:42 AM, Stephen wrote:
>> On 02/03/2015 02:16, Cousin Ricky wrote:
>>> On 03/01/2015 10:13 PM, Cousin Ricky wrote:
>>>> #version 3.5;
>>
>> Are you using Moray?
>
> No, I'm just failing to assume that everyone has upgraded since 2004.
>
> It doesn't need any features beyond 3.5, so I went with that.
>
Fair enough. Just a thought. :-)
--
I am a fairy and my name is Nuff.
Fairy Nuff.
Post a reply to this message
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