POV-Ray : Newsgroups : povray.binaries.images : New WIP Server Time
16 Nov 2024 08:22:33 EST (-0500)
  New WIP (Message 1 to 5 of 5)  
From: Jerome Colin
Subject: New WIP
Date: 26 May 2005 06:50:00
Message: <web.4295a880198241df5d3520950@news.povray.org>
Hi !

I am interested in your comments about this early WIP.
The scene is modelled with Wings and is rendered in about 5 hours with
MegaPOV 1.1. I experienced a lot of difficulties to tweak radiosity
settings in order to have a perfect picture (without any blotch) which is
not faded.

There is no texture yet.

The size of all items and the arrangement of the walls are based on my
furnitures size and my future bedroom dimension.


http://site.voila.fr/jcolin/galerie/appartement.jpg


Regards,

Jerome


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From: Florian Brucker
Subject: Re: New WIP
Date: 27 May 2005 04:19:45
Message: <4296d821@news.povray.org>
Very nice start! I like the perspective, and the radiosity looks just
great. The only thing that bothers me is that you can see the edges of
the meshes on some parts (i.e. the chair). I'd change that.


Florian
-- 
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/


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From: Rick Measham
Subject: Re: New WIP
Date: 27 May 2005 20:25:02
Message: <4297ba5e$1@news.povray.org>
Jerome Colin wrote:
> There is no texture yet.

After seeing this image and Loki's "Force of Nature" at a similar stage, 
it led me to two thoughts:

1. Is this the process most people go through? Creating white images to 
get the proportions/placements correct, then adding textures? If so, how 
do you go about seeing everything without area lights / radiosity 
slowing down your render?

2. In the vein of Loki vs Slime, I'd love someone to provide a 'white' 
scene with interesting objects like this or Force of Nature and the 
'game' is to add the color/texture/finishes on everything. No adding 
objects. No moving objects or the camera or the lights*. Everyone would 
submit the same 2D representation of the scene, just with their own 
colors/textures on it. I'd also like to say the SDL should be provided 
as I'm sure many of you use more complex texturing tricks than I do and 
I'd love to learn the questions to ask :)

Cheers!
Rick Measham

*After writing this, I think I change my mind on the lighting. My 
suggestion would be that lighting could be moved. I think it would be 
fun to be able to say "I like Bob's lighting, I like Jane's pencil 
texture and Norm's paper" then stick them all in one SDL and hit render ...


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From: Loki
Subject: Re: New WIP
Date: 28 May 2005 16:35:00
Message: <web.4298d4faba1cac86efae18ca0@news.povray.org>
Rick Measham <rickm*at%isite.net.au> wrote:
> 1. Is this the process most people go through? Creating white images to
> get the proportions/placements correct, then adding textures? If so, how
> do you go about seeing everything without area lights / radiosity
> slowing down your render?

I often work on abstract stuff in which case I usually work in colour as I
go along.  Those images are often a case of applying a certain concept as a
script, fiddling with media etc.  In those cases I texture as I go.
However, for more 'real' images with complex models I always model with
temporary lighting and mostly plain white textures.  If I am planning to
use radiosity or photons I will put something like

#declare RAD = 0;
#if ( RAD )
global_settings {
  radiosity {
    count RAD
    (..other settings)
  }
}
#end

#if ( RAD = 0 )
light_source(s)
#end

In this way I can do a low quality radiosity rendering without the temporary
lights just by setting RAD higher than zero; there may be other things in
the scene which I can switch on/off as I go in the same way, like media
which looks nice but isn't needed in test renders.  In this way I can get a
feel for the way things are going to look in the final render without
ramping up render times while I'm modelling.

My workflow is then: modelling->texturing->lighting
Then I will go back and tweak the textures to suit the lighting.


> 2. In the vein of Loki vs Slime, I'd love someone to provide a 'white'
> scene with interesting objects like this or Force of Nature and the
> 'game' is to add the color/texture/finishes on everything. No adding
> objects. No moving objects or the camera or the lights*. Everyone would
> submit the same 2D representation of the scene, just with their own
> colors/textures on it. I'd also like to say the SDL should be provided
> as I'm sure many of you use more complex texturing tricks than I do and
> I'd love to learn the questions to ask :)

I recall an image from some years ago in which the entire scene was textured
plain white and coloured lights were used to 'paint' the scene.  It was a
really interesting image, surprisingly detailed and with a very stylish
look to it.

L
-


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From: Jerome Colin
Subject: Re: New WIP
Date: 30 May 2005 10:15:00
Message: <web.429b1f49ba1cac865d3520950@news.povray.org>
Thank you, Florian.

I agree about the low poly items.
As it is an early WIP, I modelled and used low polygons object in order to
build the scene. The edges of the meshes were not meant to be seen though.

I will increase the polygon count and add details once all objects locations
and arrangements are fixed.

Jerome

Florian Brucker <tor### [at] torfboldcom> wrote:
> Very nice start! I like the perspective, and the radiosity looks just
> great. The only thing that bothers me is that you can see the edges of
> the meshes on some parts (i.e. the chair). I'd change that.
>
>
> Florian
> --
> camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
> #local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
> *10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
> /******** http://www.torfbold.com ******** http://www.imp.org ********/


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