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1 Jul 2024 08:44:15 EDT (-0400)
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From: Stephen
Subject: Re: Dragon Lady
Date: 11 Aug 2016 03:12:21
Message: <57ac2555$1@news.povray.org>
On 8/10/2016 11:56 PM, Alain wrote:
>>
>
> IIRC, intervals 10 is the default for method 1 and 2. Also, method 1 was
> the default before version 3.5.
>
> It's common for pre version 3.5 scenes and include to set intervals to
> larger values than that. It's also common for external utilities made
> during that time to have similar settings.

In that case. There is no one to blame but myself. I should have caught 
it in Beta testing. :(
You have a good memory.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 16 Aug 2016 11:48:48
Message: <57b335e0@news.povray.org>
On 8/7/2016 11:28 AM, Stephen wrote:
> On 8/7/2016 8:52 AM, Stephen wrote:
>> I have redone my export from Poser and Rig for creating df3's.
>
After a lot of work. Not much improvement.

But fear not gentle reader. Thomas has a much better texture.



-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 17 Aug 2016 03:02:08
Message: <57b40bf0$1@news.povray.org>
On 16-8-2016 17:48, Stephen wrote:
> On 8/7/2016 11:28 AM, Stephen wrote:
>> On 8/7/2016 8:52 AM, Stephen wrote:
>>> I have redone my export from Poser and Rig for creating df3's.
>>
> After a lot of work. Not much improvement.
>
> But fear not gentle reader. Thomas has a much better texture.
>
>
>
All right guys. Auction is open. How much for a texture? Starting at 10 
round tuits.

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 17 Aug 2016 03:36:09
Message: <57b413e9@news.povray.org>
On 8/17/2016 8:02 AM, Thomas de Groot wrote:
> On 16-8-2016 17:48, Stephen wrote:
>> On 8/7/2016 11:28 AM, Stephen wrote:
>>> On 8/7/2016 8:52 AM, Stephen wrote:
>>>> I have redone my export from Poser and Rig for creating df3's.
>>>
>> After a lot of work. Not much improvement.
>>
>> But fear not gentle reader. Thomas has a much better texture.
>>
>>
>>
> All right guys. Auction is open. How much for a texture? Starting at 10
> round tuits.
>

I think they would need to see them first. I would.

Updating the original with a better df3.



-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 17 Aug 2016 07:15:45
Message: <57b44761@news.povray.org>
On 17-8-2016 9:36, Stephen wrote:
> On 8/17/2016 8:02 AM, Thomas de Groot wrote:
>> On 16-8-2016 17:48, Stephen wrote:
>>> On 8/7/2016 11:28 AM, Stephen wrote:
>>>> On 8/7/2016 8:52 AM, Stephen wrote:
>>>>> I have redone my export from Poser and Rig for creating df3's.
>>>>
>>> After a lot of work. Not much improvement.
>>>
>>> But fear not gentle reader. Thomas has a much better texture.
>>>
>>>
>>>
>> All right guys. Auction is open. How much for a texture? Starting at 10
>> round tuits.
>>
>
> I think they would need to see them first. I would.
>
> Updating the original with a better df3.
>
>

Nah! Don't you trust me?

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Dragon Lady
Date: 20 Aug 2016 08:17:07
Message: <57b84a43$1@news.povray.org>
On 7-8-2016 21:00, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> I use three media in one interior.
>
> Changed my code - that seems to work for me now.
>
>> I would post the code but it is messy. I have to overwrite the code
>> Bishop3d exports with the code modified to run direct from Pov.
>
> Seems messy and time consuming.
>
>> Both Bishop3d and Moray export a pov file for each frame and it takes
>> PovRay 16 seconds to save the scene.
>
> "Frame"?  Is that one of the "slices" to make the DF3?
>
>> Creating the tga files to make the
>> df3's would take Bishop3d about an hour and a half to export 100 frames
>> times 3 for each channel.
>
> That seems insane.

[coming back to this earlier discussion]
Using Gilles Tran's application makedf3object.pov this is much faster in 
my experience. Fifteen minutes per channel or so...

>
> There has to be a better way / workflow.
>
> I had an idea last night -
> I did a quick experiment with the Stanford Dragon mesh:
> defined the object
> used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
> to get the coordinates of 10,000 spheres, and placed them, made a copy of that
> and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
> 51 seconds.

Yes, that is interesting but quite different from a media.

>
> I'm thinking that it may be well worth your while to either ditch media and use
> an alternate scheme, or use POV-Ray to scan through a full-color solid object
> and make a point-cloud right in SDL

Media are not /that/ difficult to use. They may be slow in rendering though.

>
> http://paulbourke.net/miscellaneous/povexamples/
>
> I think there must be a way to export the full RGB data in a single DF3, and
> then maybe overlay the real mesh with a highly-transparent texture.

You can use just a single df3 with a layer of three different density 
maps, each dedicated to one of the RGBs. The DF3 is the "container".

>
> Can you make the mesh object filled with a media directly?

Yes.

>
> I don't play with these things very often, so I'm just brainstorming.
>
>

That is an excellent exercise ;-)

-- 
Thomas


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From: Stephen
Subject: Re: Dragon Lady
Date: 20 Aug 2016 09:00:33
Message: <57b85471$1@news.povray.org>
On 8/20/2016 1:16 PM, Thomas de Groot wrote:
> On 7-8-2016 21:00, Bald Eagle wrote:
>> Stephen <mca### [at] aolcom> wrote:
>>> I use three media in one interior.
>>
>> Changed my code - that seems to work for me now.
>>
>>> I would post the code but it is messy. I have to overwrite the code
>>> Bishop3d exports with the code modified to run direct from Pov.
>>
>> Seems messy and time consuming.
>>
>>> Both Bishop3d and Moray export a pov file for each frame and it takes
>>> PovRay 16 seconds to save the scene.
>>
>> "Frame"?  Is that one of the "slices" to make the DF3?
>>
>>> Creating the tga files to make the
>>> df3's would take Bishop3d about an hour and a half to export 100 frames
>>> times 3 for each channel.
>>
>> That seems insane.
>

But I don't do that though. I modify the SDL.

I can write a bit of code. :)


>>
>> I don't play with these things very often, so I'm just brainstorming.
>>
>>
>
> That is an excellent exercise ;-)
>

It always is.


-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Dragon Lady
Date: 21 Aug 2016 09:22:20
Message: <57b9ab0c@news.povray.org>
On 2016-08-17 03:36 AM (-4), Stephen wrote:
> Updating the original with a better df3.

Getting back to the lady herself, her hair (or hat, or headdress) looks 
as if it were made of Vantablack.  It's so flat I can't tell what's 
going on there.  Lighten it up just a tad?


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From: Stephen
Subject: Re: Dragon Lady
Date: 21 Aug 2016 09:44:18
Message: <57b9b032$1@news.povray.org>
On 8/21/2016 2:21 PM, Cousin Ricky wrote:
> On 2016-08-17 03:36 AM (-4), Stephen wrote:
>> Updating the original with a better df3.
>
> Getting back to the lady herself, her hair (or hat, or headdress) looks
> as if it were made of Vantablack.  It's so flat I can't tell what's
> going on there.  Lighten it up just a tad?
>
>

So you can see how bad it is? ;)

I just threw the hair and clothes together so she did not look like a 
manakin. I will do something better for the final image.

[From the book]
A black woman with hair like two inches of Brillo with hints of rust...

Thank goodness the book was written before dreads were fashionable in 
America.


-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 21 Aug 2016 12:22:22
Message: <57b9d53e@news.povray.org>
On 8/21/2016 2:44 PM, Stephen wrote:
> So you can see how bad it is? ;)


The real problem is that you can't get decent hair products for black 
hair. Look at this hair prop, a crash helmet. I've got a set of 
dreadlocks that would be fine for a raving mad Rastaman. Nothing for 
just walking down the street without being stared at.
The hair she was wearing before had Kenya in the name and it did look 
East African in style. But converting the materials for rendering in Pov 
is a pain.

I am still working on the dragon mesh hence the artefacts. I've not 
looked at the back spine yet.

-- 

Regards
     Stephen


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