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19 Nov 2024 04:23:43 EST (-0500)
  Table and chairs (Message 1 to 4 of 4)  
From: PM 2Ring
Subject: Table and chairs
Date: 10 Apr 2005 09:30:00
Message: <web.42592814c2a255b5ebf82b440@news.povray.org>
Is it a cheesy diner from the 60s, or a boardroom? You decide. :) I'm going
to get back to work on this scene soon. Chairs like these were in fashion
from the 50s through to the 70s. Feel free to check out the various crazy
carpets.

// Persistence of Vision Ray Tracer Scene Description File
// File: TableChairs.pov
// Vers: 3.5
// Desc: Tube frame table & chairs on a carpet in a simple room
// Date: 2004 Apr 7
// Auth: PM 2Ring
//
//
// +A0.25 +AM2 +R4 -J0
//

#version 3.5;

#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "skies.inc"
#include "woods.inc"
#include "glass.inc"

global_settings {
  assumed_gamma 1.0 //2.2
  max_trace_level 10
}

// ----------------------------------------

camera {
  location  <0.0, 12, -100> *.85
  direction 2*z
  right     x*image_width/image_height
  look_at   <0.0, 0.05,  0.0>
  //rotate    180*y
  //translate x*0.014 * 1.1 * 102.6109156
}

//light_source {<0.0, 85.0, -90.0> colour Gray95}
//light_source {<0.0, 50.0, 0.0> colour Gray20}
light_source {<0.0, 60.0, 0.0>
  White
  //rgb<1,.99,.9>
}
//light_source {<0.0, 250.0, 0.0> colour White}

// ---The Textures-------------------------

//For quicker renders of chrome tubing
#declare T_Test =
texture{
  pigment {LightSteelBlue}
  finish{
    //ambient .35
    phong 0.9
    phong_size 200
    //reflection 0.1
  }
}

//Upholstery
#declare T_Seat =
texture {
  pigment {
    //Black
    //Yellow
    //Red
    //DarkSlateBlue
    //DustyRose
    HuntersGreen
    //rgb <0.05, 0.05, 0.10>
    //rgb <0.10, 0.10, 0.12>
  }
  finish {
    //ambient 0.6
    //reflection 0.5
    phong 1.0
    phong_size 250
  }
  //scale <0.5, 5, .5>
}

//Floor coverings
#declare T_Lino =
texture {
  pigment {checker pigment{White} pigment{White_Marble} scale 10}
  //finish{Glossy}
}

//Layered texture
#declare T_MarbTiles =
texture{pigment{White_Marble scale 1.5*3}}
texture{
  pigment {
    checker
      pigment{White transmit .25 filter .25}
      pigment{HuntersGreen transmit .25 filter .25},
    scale 4 * sqrt(2.0)
  }
  finish {
    //Glossy
    //Shiny
    reflection 0.25
    ambient 0.2
    //diffuse 0.4
  }
  rotate 45 * y
}

#declare T_Carpet1 =
texture {
  pigment {
    // image maps into X-Y plane from <0,0,0> to <1,1,0>
    image_map {
      sys "Santa Fe Stucco.bmp" // Windows2000 wallpaper tile.
      map_type 0        // 0=planar, 1=spherical, 2=cylindrical, 5=torus
      interpolate 2     // 0=none, 1=linear, 2=bilinear, 4=normalized
distance
      // once           // for no repetitive tiling
    } // image_map
    rotate 90 * x
    scale 30
  }
}

#declare T_Carpet2 =
texture {
  pigment {
    //wrinkles      // for use with pigment{}
    //bozo
    granite
    //leopard
    color_map {
      [0.0 rgb <0.5, 0.6, 0.5>]
      [0.1 rgb <0.0, 0.3, 0.0>]
      [0.2 rgb 0]
      [0.3 rgb <0.0, 0.5, 0.1>]
      [0.5 rgb <0.9, 0.9, 0.2>]
      [0.6 rgb <0.1, 0.8, 0.3>]
      [0.7 color Black]
      [0.8 rgb <0.1, 0.8, 0.3>]
      [0.9 rgb <0.0, 0.4, 0.1>]
      [1.0 rgb <0.7, 0.7, 0.9>]
    }
    turbulence .5
    scale 30
  }
  normal{granite 0.75 scale 25}
}

#declare T_Carpet3 =
texture {
  pigment {
    wrinkles      // no parameter for use with pigment{}
    //granite
    //leopard
    color_map {
      [0.0 rgb <0.5, 0.0, 0.5>]
      [0.1 rgb <0.0, 0.0, 0.0>]
      [0.2 rgb 0]
      [0.3 rgb <0.0, 0.0, 0.1>]
      [0.5 rgb <0.9, 0.0, 0.2>]
      [0.6 rgb <0.1, 0.0, 0.3>]
      [0.65 color Black]
      [0.7 color Yellow]
      [0.75 color Black]
      [0.8 rgb <0.1, 0.0, 0.3>]
      [0.9 rgb <0.0, 0.0, 0.1>]
      [1.0 rgb <0.7, 0.0, 0.9>]
    }
    scale 2
  }
  normal{wrinkles 0.5 scale 4}
}

//Wall coverings
#declare P_Plain = pigment {
  //rgb<0.9, 0.85, 0.75>
  HuntersGreen
  }

#declare P_Panel1 =
pigment {
  wood
  color_map {
    [0.0 color DarkTan]
    [0.9 color DarkBrown]
    [1.0 color VeryDarkBrown]
  }
  turbulence 0.275
  scale <0.2, 0.3, 1> * .04
  rotate 90*x
}

#declare P_Panel2 = pigment{
  //bozo
  leopard
  color_map {
    [0.0 color DarkTan]
    [0.9 color DarkBrown]
    [1.0 color VeryDarkBrown]
  }
  turbulence 0.275
  scale <0.2, 0.3, 1> * .04
  rotate 90*x
}

//---------------Wall & floor settings------------------------------------

#declare P_Panel =
P_Panel1
//P_Panel2

#declare T_Floor =
T_MarbTiles
//T_Lino
//T_Carpet3

//#declare T_Seat = texture{T_Carpet2 finish{Glossy}}

//---------------------------------------------------

#declare T_Room =
texture {
  pigment {
    gradient y scale 91
    pigment_map
    {
      [0.0 White]
      [0.025 White]
      [0.025 P_Panel]
      [0.3275 P_Panel]
      [0.3275 White]
      [0.34 White]
      [0.34 P_Plain]
      [0.90 P_Plain]
      [0.90 White]
      [1.0 White]
    }
  }
  finish {
    //Glossy
    //Shiny
    ambient 0.1
    diffuse 0.2
    //brilliance 7
  }
}

// ----------The Objects-------------------

#declare FloorDepth = -0.5;

//The Room =
#declare S_Room = box { <-48,FloorDepth-.5,-100>, <48,90.5+FloorDepth,100> }

#declare Floor =
intersection{
  plane { y, FloorDepth texture {T_Floor} }
  object {S_Room}
}

#declare WW = 1.5;            //Window frame width
#declare Window =
union{
difference{
  box{<-40-WW, 40-WW, 99.5-2*WW>, <40+WW, 70+WW, 100.5+2*WW> pigment{White}}
 //Frame
  box{<-40, 40, 99.5-4*WW>, <40, 70, 100.5*4*WW> pigment{White}}
 //Hole
  }
  box{<-40, 40, 99.5>, <40, 70, 100.5>
 //Pane
    pigment{rgbt<.95,1,.925,1.0>}
    finish{
      //phong .75
      //phong_size 130
      specular 0.5
      roughness 0.00125
      reflection 0.25
      ambient 0.0
      diffuse 0.0
    }
    interior{I_Glass ior 1.5}
  }
  scale <.75, .85, 1>
  translate -3.5 * y
}


#declare Room =
difference{
  union{
    object{S_Room hollow texture {T_Room}}
    object{Floor}
  }
  object{Window}
}

// ----------------------------------------

#declare TubeR = 0.50;
#declare ChairFrame =
sphere_sweep {
  linear_spline,
  11,

  <-5, 0, 5>, TubeR
  < 5, 0, 5>, TubeR
  < 5, 0,-5>, TubeR

  < 5,10,-5>, TubeR
  < 5,10, 5>, TubeR

  < 5,20, 5>, TubeR
  <-5,20, 5>, TubeR

  <-5,10, 5>, TubeR
  <-5,10,-5>, TubeR

  <-5, 0,-5>, TubeR
  <-5, 0, 5>, TubeR

  //tolerance 1.0e-4
  texture{
    //T_Test
    T_Chrome_2D
    //finish{reflection 0.25}
  }
}

#declare Seat =
superellipsoid {
  <0.9, 0.7>
  texture{T_Seat}

  scale <6.5, 0.75, 6.5>
  translate (10+TubeR) * y
}

#declare Back =
superellipsoid {
  <0.4, 0.4>
  texture{T_Seat}

  scale <6.5, 3.5, 0.5>
  translate <0, 18.5, 5-0.5*TubeR>
}

#declare Chair =
union {
  object{ChairFrame}
  object{Seat}
  object{Back}
  translate (TubeR+FloorDepth) * y
}

//A row of chairs
#declare ChairRow =
union {
#declare Count=0;
#declare MaxCount=2;            //Number of chairs - 1
#declare TS = 10 * MaxCount;    //Table length

#while (Count <= MaxCount)
 object{Chair translate x * (14 * Count - 7*MaxCount)}
 #declare Count=Count+1;
#end
}

// ----------------------------------------

//Table height
#declare TH = 18.0;

#declare TableFrame =
sphere_sweep {
  linear_spline,
  9,
  <-10, 0, -TS>, TubeR
  < 10, 0, -TS>, TubeR
  < 10,TH, -TS>, TubeR
  < 10,TH,  TS>, TubeR
  < 10, 0,  TS>, TubeR
  <-10, 0,  TS>, TubeR
  <-10,TH,  TS>, TubeR
  <-10,TH, -TS>, TubeR
  <-10, 0, -TS>, TubeR

  //tolerance 1.0e-4
  texture{
    //T_Test
    T_Chrome_2D
    //finish{reflection 0.25}
  }
}

#declare TableTop =
superellipsoid {
  <0.2, 0.2> scale<15, 1.0, (TS+2)> translate <0,TH+0.6,0>
//box{
//  <-15, TH, -(TS+2)>, <15, TH+1.2, TS+2>
  texture{
    //White_Marble
    T_Wood28
    //T_Wood17
    //finish{Glossy}

    translate <10,20,50>
    scale 4.5
  }
}

#declare Table =
union{
  object{TableFrame}
  object{TableTop}

  translate (TubeR+FloorDepth) * y
  translate 30 * z
}

// ---The actual scene----------------------------

sky_sphere {S_Cloud5 scale .2 rotate -45 * x}

union{
  object{Room}

  //sphere {<20, 42, 35>, 6 texture{T_Wood34 scale 20} }
  //object{Chair scale 1.5 rotate y * 15 translate <0, 0, 15>}

  object{Table}
  object{ChairRow rotate -90*y translate <-20, 0, 30>}
  object{ChairRow rotate  90*y translate < 20, 0, 30>}

  translate -25 * y
}

// ----------------End of scene------------------------


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Attachments:
Download 'tablechairs1h.jpg' (141 KB)

Preview of image 'tablechairs1h.jpg'
tablechairs1h.jpg


 

From: Slime
Subject: Re: Table and chairs
Date: 11 Apr 2005 11:56:56
Message: <425a9e48@news.povray.org>
It looks kind of flat. You need to increase the contrast in the lighting -
mostly, make the shadows darker. Maybe even consider a spotlight to
deemphasize the background. Also, the reflectance of the table and chair
legs makes them look very busy; you could reduce the reflection or maybe
fiddle with variable reflection or other finish properties.

The chairs on either side of the table are very packed together, in contrast
to the rest of the scene which has empty or solid-colored areas. Try
rearranging objects (or giving the chairs more space) to even things out a
little.

Finally, the perspective of the scene isn't very interesting. It's a head-on
point of view that doesn't give a good sense of depth. I suggest rethinking
the camera setup.

Keep working on it!

 - Slime
 [ http://www.slimeland.com/ ]


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From: PM 2Ring
Subject: Re: Table and chairs
Date: 12 Apr 2005 03:20:00
Message: <web.425b766124f9fc09ad93754b0@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote:
> It looks kind of flat. You need to increase the contrast in the lighting -
> mostly, make the shadows darker. Maybe even consider a spotlight to
> deemphasize the background. Also, the reflectance of the table and chair
> legs makes them look very busy; you could reduce the reflection or maybe
> fiddle with variable reflection or other finish properties.

Thanks for these ideas, Slime. Coming from the Amiga, I tend not to use
multiple lightsources, although I'm trying to overcome the habits of years.
:)

> The chairs on either side of the table are very packed together, in contrast
> to the rest of the scene which has empty or solid-colored areas. Try
> rearranging objects (or giving the chairs more space) to even things out a
> little.

Yes, I haven't bothered seperating the chairs yet.

>
> Finally, the perspective of the scene isn't very interesting. It's a head-on
> point of view that doesn't give a good sense of depth. I suggest rethinking
> the camera setup.

I tend to use simple perspective, because I like making stereo pairs, and
simple head-on perspective seems easier for most people when viewing in 3D.

>
> Keep working on it!

Thanks for the encouragement. I kinda lost interest with this scene because
it wasn't the kind of room I would like to spend much time in. :) I think
I've learned a little more about POV (& scene developement) since then.


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From: PM 2Ring
Subject: Re: Table and chairs
Date: 25 Jun 2005 03:10:01
Message: <web.42bd012124f9fc099b7567e60@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote:
> It looks kind of flat. You need to increase the contrast in the lighting -
> mostly, make the shadows darker. Maybe even consider a spotlight to
> deemphasize the background. Also, the reflectance of the table and chair
> legs makes them look very busy; you could reduce the reflection or maybe
> fiddle with variable reflection or other finish properties.

In this version I'm using radiosity with an area light and also a fill light
at the eye location. I've reduced the reflection of the chrome.

>
> The chairs on either side of the table are very packed together, in contrast
> to the rest of the scene which has empty or solid-colored areas. Try
> rearranging objects (or giving the chairs more space) to even things out a
> little.

I'm now randomizing the xz floor position & y rotation of the chairs. I'm
also using repeat & black-hole warp on the wood panelling. Also, instead of
using a single box for the whole room, the walls, floor & ceiling are
seperate boxes now.

> Finally, the perspective of the scene isn't very interesting. It's a head-on
> point of view that doesn't give a good sense of depth. I suggest rethinking
> the camera setup.

Done. I've also added a water plane so the room doesn't look like its
floating in the air, but it doesn't like quite right yet: the
water level looks too high, like the water is going to come through the
window. :( Anyway this version renders much faster. :) The
window shutter is just a low reflectance mirror with a triangle_wave
normal.

> Keep working on it!
>
>  - Slime

Thanks for the suggestions & encouragement.


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Attachments:
Download 'tablechairs8c.jpg' (70 KB)

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tablechairs8c.jpg


 

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