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Hi all,
Some months have passed since my last activity here, so it is time I
guess to submit my latest to your critical appraisement.
Essentially, it is a study of the 2010 Textured Fog macro by Sam Benge,
complemented by And's Ideal Area Light include, also from 2010 iirc.
--
Thomas
Post a reply to this message
Attachments:
Download 'pipe dream_ex3-10final_2400x900px.jpg' (357 KB)
Preview of image 'pipe dream_ex3-10final_2400x900px.jpg'
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Thomas de Groot <tho### [at] degrootorg> wrote:
Thomas,
very nice image.
Yet still a little thing you could try to bring a bit more tension, dynamics, in
the composition. Put your hand over the left side of the image, a bit left of
the phallic symbol in the hills. It makes the point of attention, the person,
move to the left too. That way you get a "line of sight", or eye movement from
left to right. A centric composition in such a wide landscape is more static.
cheers,
ingo
> Hi all,
>
> Some months have passed since my last activity here, so it is time I
> guess to submit my latest to your critical appraisement.
>
> Essentially, it is a study of the 2010 Textured Fog macro by Sam Benge,
> complemented by And's Ideal Area Light include, also from 2010 iirc.
>
> --
> Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Some months have passed since my last activity here, so it is time I
> guess to submit my latest to your critical appraisement.
Landscape geometry is good (as usual).
I would say the grass placement needs to be in better places.
Around the bases of the cacti, and along the edges of the pipes (maybe with a
directional bias)
More variation in the size, orientation, and geometery of the cacti.
Some other stuff on the ground. Dead cactus detritus. Rocks. Stuff.
The rust - needs to be better - but that's been a challenge with every scene for
the last 30 years.
What if you used some Granite21 a as a base, with a layer of a semi-transmitting
filtering bozo with the appropriate reds/blacks/yellows
The birds are excellent.
The sky and fog are looking good.
Agree with Ingo about some of the compositional aspects - centering, Rule of
Thirds, etc.
Maybe find a way to desaturate the person - he "pops" too much to fit into the
rest of the composition. Maybe just put a bit of fog between him and the
camera... something.
Good to see more of the good ole' TdG scenery again! :)
- BW
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Op 28-7-2024 om 17:55 schreef ingo:
> very nice image.
>
> Yet still a little thing you could try to bring a bit more tension, dynamics, in
> the composition. Put your hand over the left side of the image, a bit left of
> the phallic symbol in the hills. It makes the point of attention, the person,
> move to the left too. That way you get a "line of sight", or eye movement from
> left to right. A centric composition in such a wide landscape is more static.
>
> cheers,
>
> ingo
>
>
Thanks ingo.
Yes, I agree with you, especially as I have paid very little attention
to the overall composition of the scene, being more focussed on the
"technical" aspects. I shall put it on the todo list.
--
Thomas
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Op 28-7-2024 om 19:25 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>
>> Some months have passed since my last activity here, so it is time I
>> guess to submit my latest to your critical appraisement.
>
> Landscape geometry is good (as usual).
> I would say the grass placement needs to be in better places.
> Around the bases of the cacti, and along the edges of the pipes (maybe with a
> directional bias)
> More variation in the size, orientation, and geometery of the cacti.
> Some other stuff on the ground. Dead cactus detritus. Rocks. Stuff.
>
The "grass" is integral part of the landscape texture, so there is very
little I can do about its locations except change it to something else :-)
The cacti are just one cactus model which is bad policy in the first
place, I agree with you, but is is all I have at the moment. As I
replied to ingo, my first focus was on the technical aspects of the
scene, in particular the Textured Fog.
> The rust - needs to be better - but that's been a challenge with every scene for
> the last 30 years.
I fully agree. Here too, I wanted to play a bit with an old macro by
Kiri Kivisalo, from 2001 (!). Very far from perfect in this age of
almost AI-Pov-Ray ;-)
> What if you used some Granite21 a as a base, with a layer of a semi-transmitting
> filtering bozo with the appropriate reds/blacks/yellows
Yes, that is an interesting suggestion. I am modelling very slowly at
the moment due to all kinds of RL things unfortunately, so do not expect
results soon.
> The birds are excellent.
> The sky and fog are looking good.
>
> Agree with Ingo about some of the compositional aspects - centering, Rule of
> Thirds, etc.
Absolutely. Again, it may take some time before you will see results.
> Maybe find a way to desaturate the person - he "pops" too much to fit into the
> rest of the composition. Maybe just put a bit of fog between him and the
> camera... something.
Ah. Two reasons why I did not do this in the first place. (1) The use of
Sam's Textured Fog (the fog_wrap macro) is fairly complex as it implies
changes to the objects' texture use; the more complex those are, the
more work/attention this requires to get good results, so I skipped this
for the (Poser) figure for the time being as it is positioned in the
foreground. (2) the Textured Fog effect is hardly present in the
foreground or, in other words, the foreground textures of the scene are
hardly affected. Note that /no/ traditional fog is present in this
scene, nor any form of media. All is obtained by the Textured Fog.
> Good to see more of the good ole' TdG scenery again! :)
<grin> Yes, I confess that I have been repeatedly and gently pushed to
it by jr ;-) I cannot guarantee anything however...
--
Thomas
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Am 28.07.2024 um 17:10 schrieb Thomas de Groot:
> Hi all,
>
> Some months have passed since my last activity here, so it is time I
> guess to submit my latest to your critical appraisement.
>
> Essentially, it is a study of the 2010 Textured Fog macro by Sam Benge,
> complemented by And's Ideal Area Light include, also from 2010 iirc.
>
Hi Thomas,
fine start as ever. I think the fog trick could be a little bit stronger
but I cannot see a need to put it into the foreground. I think, Sam's
trick works better in the distance.
Unfortunately, I have to refresh your memory a bit: And posted his area
light in January 2014 nto the p.b.-s.f. and an update one month later.
Best regards
Michael
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On 28/07/2024 17:10, Thomas de Groot wrote:
> Hi all,
>
> Some months have passed since my last activity here, so it is time I
> guess to submit my latest to your critical appraisement.
>
> Essentially, it is a study of the 2010 Textured Fog macro by Sam Benge,
> complemented by And's Ideal Area Light include, also from 2010 iirc.
>
Very good job.
Indeed, the rusty metal texture needs to be reworked.
That's weird of you:
From: Thomas de Groot
Subject: Re: POV 3.7 metals.inc; post your textures here
Date: 29 Mar 2009 05:20:20
Message: <49cf3d54@news.povray.org>
;)
--
Kurtz le pirate
Compagnie de la Banquise
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Op 30-7-2024 om 10:40 schreef kurtz le pirate:
> On 28/07/2024 17:10, Thomas de Groot wrote:
>> Hi all,
>>
>> Some months have passed since my last activity here, so it is time I
>> guess to submit my latest to your critical appraisement.
>>
>> Essentially, it is a study of the 2010 Textured Fog macro by Sam Benge,
>> complemented by And's Ideal Area Light include, also from 2010 iirc.
>>
>
> Very good job.
>
> Indeed, the rusty metal texture needs to be reworked.
>
> That's weird of you:
> From: Thomas de Groot
> Subject: Re: POV 3.7 metals.inc; post your textures here
> Date: 29 Mar 2009 05:20:20
> Message: <49cf3d54@news.povray.org>
>
>
wow! I simply forgot all about those! I probably have them somewhere on
another machine... with those other fantastic textures from the ng.
Thanks for reminding me. :-)
--
Thomas
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Op 29-7-2024 om 20:43 schreef MichaelJF:
> Am 28.07.2024 um 17:10 schrieb Thomas de Groot:
>> Hi all,
>>
>> Some months have passed since my last activity here, so it is time I
>> guess to submit my latest to your critical appraisement.
>>
>> Essentially, it is a study of the 2010 Textured Fog macro by Sam
>> Benge, complemented by And's Ideal Area Light include, also from 2010
>> iirc.
>>
> Hi Thomas,
>
> fine start as ever. I think the fog trick could be a little bit stronger
> but I cannot see a need to put it into the foreground. I think, Sam's
> trick works better in the distance.
Thanks Michael; I also think Sam's macro works better in the distance
and it was my initial choice to keep it away from the foreground. i
experimented a lot with different strength settings but in the end I
thought the present ones were best.
>
> Unfortunately, I have to refresh your memory a bit: And posted his area
> light in January 2014 nto the p.b.-s.f. and an update one month later.
I stand corrected. 2014 it is.
--
Thomas
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On 30/07/2024 13:56, Thomas de Groot wrote:
> wow! I simply forgot all about those! I probably have them somewhere on
> another machine... with those other fantastic textures from the ng.
> Thanks for reminding me. :-)
>
LOL, just in case, here it is
--
Kurtz le pirate
Compagnie de la Banquise
Post a reply to this message
Attachments:
Download 'iron_textures.inc.txt' (8 KB)
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