POV-Ray : Newsgroups : povray.binaries.images : Re: Dark (WIP) Server Time
14 Nov 2024 00:21:04 EST (-0500)
  Re: Dark (WIP) (Message 1 to 2 of 2)  
From: Rob Richens
Subject: Re: Dark (WIP)
Date: 27 Apr 2004 14:05:01
Message: <web.408e9fc8e088d7588e0528000@news.povray.org>
Phil,
thanks for the comments!
I will have to play with the lighting if you can't even see what's going on.
 I should have titled it 'Escape', which might have helped, but was
thinking of the frustrations I was working through when I posted it.

It's still dark but I haven't printed it yet to see the final version.  I've
toyed with putting a blue plane above the hole and see if radiosity will
help the lighting, but it's taking >6 hours now.  If I added radiosity, I'd
have to beg some kind hearted soul with a renderfarm to do render it for me
(Thanks again Paul!  I still get comments about Addict out there.)  About
the light being directly overhead, do you mean completely illuminating the
first skeleton?  I'm hesitant to change that because it would eliminate the
need for him to be stretching behind him as he is to get the next bone
while using the light column to see the parts he's already put together.
How about ramping up the reflected light from the floor?

I didn't see the skull in the lower right!  It's actually a rock, but I
think I will replace it with a skull in the same position.

I've toned down the normal textures on the doors, since I don't think
they'll be visible anyway and have added worm/termite tracks in the
surfaces and 'jaggied' the bottom edge to give more of a feeling of 'old'.
I'll post it in a week or so after I fix a few more things and it finishes
rendering!

Rob.


Phil Cook <phi### [at] nospamdeckingdealscouk> wrote:
> On Sat, 24 Apr 2004 16:37:47 -0600, Robert Richens
> <Rob### [at] hscutahedu> wrote:
>
> > I've been working on this off and on for a while.  I drop it when I
> > think I've done everything as well as my current knowledge permits, then
> > pick it up again when I've learned something new.  Have a look, let me
> > know what you think.  I'm struggling with the textures (too plain?) and
> > doors (look too new).  Any ideas on distressing the edges randomly?
> >
>
> I like it, it's the sort of style I enjoy. In keeping with the other
> comments here about the light level and knowing the type of ambience
> you're probably after, perhaps shifting the light source directly overhead
> may bring out the surround without distorting the mood, like a deep-pit
> dungeon with the door in the ceiling. I like the skull, bottom right.
>
> Saying that I've just ramped up the brightness/contrast, on my monitor the
> door is barely visible in the original and as to what they are doing:
> didn't even see it. I like the floor texture it works well with the blur
> and the bottles are a nice touch. I've just really ramped up the b/c hey
> there's a barrel on the right and some more doors. I like the detailing on
> the keystone. Hmm yeah the door texture is a bit plain but then again I
> couldn't really see it originally so it depends on how visible its going
> to be?
>
> I couldn't see any of this until altering the brightness which is a shame
> as there is obviously so much work gone into it.
>
> Hmm if you switch to an overhead light pit-style you wouldn't need the
> doors perhaps a floor-level grate that the other prisoner is reaching
> through, might enhance the claustrophobia-feel. Damn I hate that; just had
> an interesting image flash through my head, but I don't do people... yet,
> just going to write it down for a rainy day :)
>
> --
> Phil Cook
>
> --
> All thoughts and comments are my own unless otherwise stated and I am
> happy to be proven wrong.


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From: Phil Cook
Subject: Re: Dark (WIP)
Date: 28 Apr 2004 05:37:52
Message: <opr65ubrwip4ukzs@news.povray.org>
On Tue, 27 Apr 2004 14:03:02 EDT, Rob Richens 
<rob### [at] hscutahedu> wrote:

> Phil,
> thanks for the comments!
> I will have to play with the lighting if you can't even see what's going 
> on.
>  I should have titled it 'Escape', which might have helped, but was
> thinking of the frustrations I was working through when I posted it.

No problem as I said: I like that sort of thing. "Escape" as a title would 
have made more sense even though "Dark" was very apt :)

> It's still dark but I haven't printed it yet to see the final version.  
> I've
> toyed with putting a blue plane above the hole and see if radiosity will
> help the lighting, but it's taking >6 hours now.  If I added radiosity, 
> I'd
> have to beg some kind hearted soul with a renderfarm to do render it for 
> me
> (Thanks again Paul!  I still get comments about Addict out there.)  About
> the light being directly overhead, do you mean completely illuminating 
> the
> first skeleton?  I'm hesitant to change that because it would eliminate 
> the
> need for him to be stretching behind him as he is to get the next bone
> while using the light column to see the parts he's already put together.

No I understand what you're trying to do, keep the point_at location the 
same but with an overhead light it should sweep down the edge of the 
skeleton a bit more, as if about to step into the column of light, should 
hopefully highlight the edges of him a bit more.

> How about ramping up the reflected light from the floor?

Hmm I used a ambient 0 diffuse 0.4 for the checkered floor in my Flooded 
Corridor with radiosity enabled, it showed up without much direct light so 
might help.

> I didn't see the skull in the lower right!  It's actually a rock, but I
> think I will replace it with a skull in the same position.

Yeah when I really ramped up the brightness I suspected it might have been 
a rock; but with the shadows it seemed to have eye and nose sockets, 
freaky coincidence.

> I've toned down the normal textures on the doors, since I don't think
> they'll be visible anyway and have added worm/termite tracks in the
> surfaces and 'jaggied' the bottom edge to give more of a feeling of 
> 'old'.

Now you've said it I can see one of the reasons why it looked 'new' to me, 
a jagged edge would help. The disparate colours of each board helped with 
the 'old' feel, the rusted metal seemed a bit red to me which probably 
didn't help but I suspect that's only down to my altering the brightness.

> I'll post it in a week or so after I fix a few more things and it 
> finishes
> rendering!
>
> Rob.

I look forward to seeing it.

> Phil Cook <phi### [at] nospamdeckingdealscouk> wrote:
>> On Sat, 24 Apr 2004 16:37:47 -0600, Robert Richens
>> <Rob### [at] hscutahedu> wrote:
>>
>> > I've been working on this off and on for a while.  I drop it when I
>> > think I've done everything as well as my current knowledge permits, 
>> then
>> > pick it up again when I've learned something new.  Have a look, let me
>> > know what you think.  I'm struggling with the textures (too plain?) 
>> and
>> > doors (look too new).  Any ideas on distressing the edges randomly?
>> >
>>
>> I like it, it's the sort of style I enjoy. In keeping with the other
>> comments here about the light level and knowing the type of ambience
>> you're probably after, perhaps shifting the light source directly 
>> overhead
>> may bring out the surround without distorting the mood, like a deep-pit
>> dungeon with the door in the ceiling. I like the skull, bottom right.
>>
>> Saying that I've just ramped up the brightness/contrast, on my monitor 
>> the
>> door is barely visible in the original and as to what they are doing:
>> didn't even see it. I like the floor texture it works well with the blur
>> and the bottles are a nice touch. I've just really ramped up the b/c hey
>> there's a barrel on the right and some more doors. I like the detailing 
>> on
>> the keystone. Hmm yeah the door texture is a bit plain but then again I
>> couldn't really see it originally so it depends on how visible its going
>> to be?
>>
>> I couldn't see any of this until altering the brightness which is a 
>> shame
>> as there is obviously so much work gone into it.
>>
>> Hmm if you switch to an overhead light pit-style you wouldn't need the
>> doors perhaps a floor-level grate that the other prisoner is reaching
>> through, might enhance the claustrophobia-feel. Damn I hate that; just 
>> had
>> an interesting image flash through my head, but I don't do people... 
>> yet,
>> just going to write it down for a rainy day :)
>>
>> --
>> Phil Cook
>>
>> --
>> All thoughts and comments are my own unless otherwise stated and I am
>> happy to be proven wrong.

--
Phil Cook

-- 
All thoughts and comments are my own unless otherwise stated and I am 
happy to be proven wrong.


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