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Results tweaked slightly with PaintShop for brighness/contrast. Even using
a small amount of radiosity with media can really flatten a pic. After a
lot of experimentation, I found that using lights with high fading ratio
can help. Any suggestions?
Post a reply to this message
Attachments:
Download 'hall.jpg' (389 KB)
Preview of image 'hall.jpg'
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Lonnie nous apporta ses lumieres en ce 21/03/2006 11:34:
> Results tweaked slightly with PaintShop for brighness/contrast. Even using
> a small amount of radiosity with media can really flatten a pic. After a
> lot of experimentation, I found that using lights with high fading ratio
> can help. Any suggestions?
>
>
> ------------------------------------------------------------------------
>
If you use normals in your textures, you need to add "normals on" in the radiosity
settings.
Normaly, radiosity ignores the normals from the textures and smooth meshes.
Please note that this will increase your render time.
Even with "media on", radiosity will ignore your media. It only enable emissive media
to cast light.
Make your lights have prety large intencities (100 to 10 000 or even more) and short
fade_distance,
like 1, depend of your scale (about the intended size of the light, even if not an
area_light).
--
Alain
-------------------------------------------------
Jehovah's Witnesses: >Knock< >Knock< Shit happens.
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Lonnie nous apporta ses lumieres en ce 21/03/2006 11:34:
> Results tweaked slightly with PaintShop for brighness/contrast. Even using
> a small amount of radiosity with media can really flatten a pic. After a
> lot of experimentation, I found that using lights with high fading ratio
> can help. Any suggestions?
>
>
> ------------------------------------------------------------------------
>
Nice image.
--
Alain
-------------------------------------------------
On the other hand, you have different fingers.
Post a reply to this message
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Thanx for the suggestion. Alain.
I am using the "normals on" and "media on" switchs. All three types of
media, emitting, absorbing, and scattering are finding their way into this.
I hadn't thought of using such huge intensity on lights as you suggest, but
I am coming to the conclusion that that's what it will take. A LOT of very
bright lights that fade very fast.
Post a reply to this message
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The colors in your image are outstanding. Very intricate details, too.
Giger-esque, but more "mechanical." Reminds me of the work of Ryan Church,
the art director for the final STAR WARS film. (If you don't already have
the book THE ART OF REVENGE OF THE SITH, I *highly*
recommend it.)
Ken
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I was thinking of H. R. Giger, to be specific the scene aboard the alien
spaceship with his dead "space jockey" in the original "Alien" movie. The
style is what I will call Giger-Romanesque. Very classical with the archs
and pillars, but with Frankenstein laboratory metalwork that just begs for
high voltage. Far from finished, this is going to be the interior of a
space station. "Up" in this image will be toward the center of a spinning
ring. The tori above are the initial supports for panoramic viewports. I
have one more, rather whimsical, render from this angle I'll post - trying
new media tweaks. Then it'll be a while as I'm learning modeling with
Blender to add details too difficult with SDL. I want it to look more
"organic."
Lonnie
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High!
Lonnie wrote:
> Very classical with the archs
> and pillars, but with Frankenstein laboratory metalwork that just begs for
> high voltage.
So, electrify it! Emitting media and splines should do the trick...
> Far from finished, this is going to be the interior of a
> space station.
Must be a *huge* space station... similar to my unfinished Ilthanalg
colonist's space ark from 72,031 BC, which is designed to be about 100
kilometres from one end to the other!
See you in Khyberspace!
Yadgar
Now playing: Cold Duck Time (Michael Falkenstein)
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=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> High!
>
> Lonnie wrote:
>
> > Very classical with the archs
> > and pillars, but with Frankenstein laboratory metalwork that just begs for
> > high voltage.
>
> So, electrify it! Emitting media and splines should do the trick...
>
> > Far from finished, this is going to be the interior of a
> > space station.
>
> Must be a *huge* space station... similar to my unfinished Ilthanalg
> colonist's space ark from 72,031 BC, which is designed to be about 100
> kilometres from one end to the other!
>
> See you in Khyberspace!
>
> Yadgar
>
> Now playing: Cold Duck Time (Michael Falkenstein)
Actually, if you don't mind using MegaPoV, I've never been able to achieve a
media lightning effect to compare with Rune's electricity include file.
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> So, electrify it! Emitting media and splines should do the trick...
The lightning is in experimental stage: solid high ambient sphere_sweeps and
strings of hollow merged spheres for media containers.
> Must be a *huge* space station...
Yes, I had planned the wheels to be about 2 kilometers in diameter.
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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> schreef in bericht
news:web.4422e7d795142b721a2520b40@news.povray.org...
>
> Actually, if you don't mind using MegaPoV, I've never been able to achieve
a
> media lightning effect to compare with Rune's electricity include file.
>
Hear! Hear! I totally agree!
Thomas
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