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8 Jul 2024 19:28:43 EDT (-0400)
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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 29 Feb 2016 13:19:24
Message: <56d48bac$1@news.povray.org>

> It's dark in caves - therefore I'm used to cave images lighted with
> torches, head lamps or other other point lights. I expect strong
> specular reflections and light fading - especially in humid caves.
>
> With this lighting the cave looks "flat" - I'm sure you are aware of
> this.

   Yes, it was only a test render of the shapes, so I wanted everything
visible. The final lighting should be "natural", maybe looking from the
interior to the entrance with a sunny exterior, or perhaps with a hole
on the ceiling as Sven suggested. But the torches idea is tempting... ;)

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 29 Feb 2016 13:22:31
Message: <56d48c67@news.povray.org>

> I'd say that shape-wise, you're off to a good start so far.
>

   Thanks!

> Your material texturing probably needs to have some more ---
> differentiation. In my mind's eye, I conceive of layers and strata
> and veins of different minerals and sediments, and oxides, and
> benthic layers, etc. The homogeneous red-rust-brown looks like
> someone sprayed it with pigment or rusty water.

   Yes, it was just the first texture I came up with... but making
something remotely credible in geological terms is going to be difficult.

> as for real caves - browse around and see what _you_ think.
> https://www.google.com/search?q=caves

   I already did that search, and it's bookmarked for reference. :)

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 29 Feb 2016 13:25:35
Message: <56d48d1f@news.povray.org>
El 29/02/16 a las 18:05, Sven Littkowski escribió:
> Here my suggestion for the illumination:
>
> an irregular hole somewhere at the ceiling, where some light rays
> come in and are even visible in the dusty air inside the cave. Some
> radiosity and air that distributes the light further.

   Yes, that was one of my first ideas for the lighting. It's the most
"pretty" among the candidates.

> Maybe a seedling or small plant in the center of the light.   :-)

   Maybe a crystal cluster better? ;)

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 29 Feb 2016 13:30:18
Message: <56d48e3a$1@news.povray.org>
El 29/02/16 a las 18:01, Sven Littkowski escribió:
> My method would have been to create an iso surface and divide this
> from a box. The resulting difference would be the cave.

   I discarded that one without testing it first, because in my mind it
sounded way too slow to render.

> For the stalagtites and -mites I would have used blobs.

   I've thought about blobs, as I did use them for a cavern on a very old
IRTC entry... they can give more realistic "accumulative" shapes, but I
fear they will look too smooth.

--
jaime


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From: Norbert Kern
Subject: Re: Cave concept
Date: 29 Feb 2016 13:35:00
Message: <web.56d48e5ca0304854823f4a0f0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> Just a gentle reminder that TC-RTC finishes today (GMT) and all entries
> need to be rated. :-)
>
> --
>
> Regards
>      Stephen


Oh, I'd rated last week. Since most guys sent 2 or 3 images, I don't expect a
number of ratings anywhere near of the number of entries.

Norbert


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From: Bald Eagle
Subject: Re: Cave concept
Date: 29 Feb 2016 13:45:00
Message: <web.56d490eca03048545e7df57c0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

>    I discarded that one without testing it first, because in my mind it
> sounded way too slow to render.

Can you do the difference, convert it to a mesh, and THEN render it?
Maybe use a heightfield?


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From: Jaime Vives Piqueres
Subject: Re: Cave concept
Date: 29 Feb 2016 14:01:13
Message: <56d49579$1@news.povray.org>

> Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>
>> I discarded that one without testing it first, because in my mind
>> it sounded way too slow to render.
>
> Can you do the difference, convert it to a mesh, and THEN render it?

   I would kill for a simple way to do that... converting isosurfaces to
meshes.

> Maybe use a heightfield?

   I thought about making it with several hf's rotated around, but it
would still lack the "overhangs" that isosurfaces allow.

--
jaime


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From: Stephen
Subject: Re: Cave concept
Date: 29 Feb 2016 14:30:37
Message: <56d49c5d$1@news.povray.org>
On 2/29/2016 6:09 PM, Jaime Vives Piqueres wrote:
> El 29/02/16 a las 14:54, Stephen escribió:
>> On 2/29/2016 12:40 PM, Jaime Vives Piqueres wrote:
>>> Well, after looking at images from these amazing caves, I hope
>>> you're joking... it would be terrifically difficult to go for
>>> something even remotely resembling that.
>>
>>
>> They do use coloured lights around the rocks and in the water, you
>> know. :-)
>>
>
>    Yes, I know... I was referring to the intricate shapes of the
> stalagmites and stalactites.
>

They look pretty good to me.


-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Cave concept
Date: 29 Feb 2016 23:15:01
Message: <web.56d5169da0304854b865121a0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

> > Can you do the difference, convert it to a mesh, and THEN render it?
>
>    I would kill for a simple way to do that... converting isosurfaces to
> meshes.

Are you aware of Kevin Loney's isosurface approximation?

http://www.econym.demon.co.uk/isotut/approx.htm

The site links to the long dead Geocities for the source, but there appears to
be a new site, which I haven't investigated:

http://www.winsite.com/Multimedia/3D-Modeling-CAD/Isosurface/

A version updated by Jaap Frank and Tor Olav Kristensen is available at p.b.s-f:

http://news.povray.org/povray.binaries.scene-files/thread/%3C47cc76fd%40news.povray.org%3E/

I have had mixed results with it.


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From: Norbert Kern
Subject: Re: Cave concept
Date: 1 Mar 2016 01:00:02
Message: <web.56d52eb4a0304854823f4a0f0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

>    I thought about making it with several hf's rotated around, but it
> would still lack the "overhangs" that isosurfaces allow.



Why not use reasonable fast isosurfaces?
Sometimes Samuel T. Benge's Isorender approach gives good results
(http://news.povray.org/povray.binaries.scene-files/thread/%3Cweb.525dcd797919e005c8060b460@news.povray.org%3E/?ttop=40
4955&toff=50).

Here are two examples with my "universal test scene".


Norbert


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Attachments:
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iso-tests.jpg


 

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