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ok folks,
since I cannot add attachements using the web view, I've posted the image at
the following location:
http://mudhole.spodnet.uk.com/~jinx/images/gy0017.jpg
If anyone wants the source code for it, let me know:
jin### [at] spodboxfsnetcouk
Nigel
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Jinx wrote:
>ok folks,
>since I cannot add attachements using the web view, I've posted the image at
>the following location:
>http://mudhole.spodnet.uk.com/~jinx/images/gy0017.jpg
>
>If anyone wants the source code for it, let me know:
>jin### [at] spodboxfsnetcouk
>
>Nigel
>
Nice!
I sign up for the sources :)
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> since I cannot add attachements using the web view, I've posted the image at
> the following location:
> http://mudhole.spodnet.uk.com/~jinx/images/gy0017.jpg
Nice scene, but unless it is supposed to be an image of a small scale
model of a watermill, the wood texture is scaled too large. As it is the
beams coming out of the wall looks like they are about 1 by 2 cm in
crosscut. If this is not your intention, scale the texture so each
annual ring equals about 3-5 mm.
/Ib
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Thanks for the comments so far...
I have two problems with the wood textures:
1) If I scale it too small, all I get is a (pretty) moire texture which
doesn't look in the slightest bit real.
2) No matter what I try, I can't seem to get black_hole "knots" to look real
either.
I'm still working on it, so I'll see what happens.
Oh, and I'm looking at a completely different method of creating the walls:
I'm messing around with the isosurface, and one method I'm thinking of using
is a function using the crackle map intersected with boxes, with internal
boxes as mortar. (I'll post an example on mudhole within a week).
Nigel
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I like it!
If realism was your goal ...
I do agree that something seems out of whack with the scale
of the textures. Not only is the wood texture out of scale with the
model, but the textures seem to be a bit out of scale with each
other.
Otherwise, it looks like you have done a great job of modelling
a complicated scene. Now, where is the water?
Splash.
Aaron
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> I have two problems with the wood textures:
> 1) If I scale it too small, all I get is a (pretty) moire texture which
> doesn't look in the slightest bit real.
Try increasing your anti-alias settings. I use +a0.01 +r6 for final
renderings.
> 2) No matter what I try, I can't seem to get black_hole "knots" to look real
> either.
In the Pov World we only use the best grade timber, totally free of
knots ;-)
/Ib
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Here's the "moire" problem:
And I'm just about to upload the source to povray.binaries.scene-files as
mill.zip
Nigel
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Attachments:
Download 'MOIRE.JPG' (34 KB)
Preview of image 'MOIRE.JPG'
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"Nigel" <jin### [at] spodboxfsnetcouk> wrote in message
news:3d6f88d6@news.povray.org...
> Here's the "moire" problem:
Nice idea. Have you tried rotating it?
~Steve~
>
> Nigel
>
>
>
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