POV-Ray : Newsgroups : povray.binaries.images : IRTC Entry Server Time
17 Nov 2024 04:19:23 EST (-0500)
  IRTC Entry (Message 1 to 9 of 9)  
From: s day
Subject: IRTC Entry
Date: 27 Aug 2006 15:15:00
Message: <web.44f1ee3c5260ff6b83e709290@news.povray.org>
Hi,

This is my entry for the latest IRTC competition. Any comments/critism
welcome, I couldn't seem to get the level of realism I was after, probably
the textures more than anything else. I tried lots of variations but it
still looks very fake. Still I am quite pleased with the outcome. The train
was moslty modelled before the topic was announced I just finished off the
coal truck and a few other touches then had to texture it to make it look
old. (I will restore it later for any concerned train fans..) Everything is
CSG (apart from the trees which are Arbaro), nearly 12,000 lines in total..

Sean


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Attachments:
Download 'old royal scot.jpg' (398 KB)

Preview of image 'old royal scot.jpg'
old royal scot.jpg


 

From: Afishionado
Subject: Re: IRTC Entry
Date: 27 Aug 2006 15:45:00
Message: <web.44f1f551cd6ad9153f8a6bea0@news.povray.org>
The main thing I have to say is that this is great. :-) I love that engine!
*Very* nice use of CSG. (The broken glass in the windows is nice, too.)

Off the top of my head, the walls could use some more stains. Presumably the
now-roofless shed has been exposed to wind and rain, and this should show.
Come to think of it, some extra twigs and branches spread on the floor
would be nice. If you're a little more ambitious, maybe add some
moss/cobwebs hanging from the ceiling beams?

I'm guessing that the green marbling is supposed to be moss on the ground,
but it doesn't look a whole lot like moss. It might pass for lichen. I
really like the moss clumps in the foreground--maybe spread some more of
those around?

The locomotive could use some better rust textures, but overall you did a
very good job with it. It's mostly the building that needs work, I think.

Overall, I'd say your appraisal is on the mark. Everything is superb except
the textures. :-) It's a very nice image so far--much nicer than most of
mine. ;-)

William


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From: s day
Subject: Re: IRTC Entry
Date: 27 Aug 2006 18:35:00
Message: <web.44f21d16cd6ad91583e709290@news.povray.org>
"Afishionado" <afi### [at] gmailcom> wrote:
> The main thing I have to say is that this is great. :-) I love that engine!
> *Very* nice use of CSG. (The broken glass in the windows is nice, too.)
>

Thanks..

> Off the top of my head, the walls could use some more stains. Presumably the
> now-roofless shed has been exposed to wind and rain, and this should show.
> Come to think of it, some extra twigs and branches spread on the floor
> would be nice. If you're a little more ambitious, maybe add some
> moss/cobwebs hanging from the ceiling beams?
>

That's pretty much what I wanted to/want to add to the image (hadn't thought
about the cobweb and I have an old scene with a web in it which could be put
to good use there.. Also I did think if I am going to have lots of broken
windows I really need some broken glass on the floor (There aren't many
hooligans who sweep up after throwing stones through your windows)

> I'm guessing that the green marbling is supposed to be moss on the ground,
> but it doesn't look a whole lot like moss. It might pass for lichen. I
> really like the moss clumps in the foreground--maybe spread some more of
> those around?

I did try this but the scaling just didn't seem to work well with the moss
which is why I added the foreground object with moss on to get a close
enough look at it. When viewed at low res it just didn't seem to work well.
Also the moss has a lot of mesh objects which was starting to take me to the
limit of my PC's memory (1GB) when using radiosity etc. so as it didn't look
all that great I decided to just stick with the textured effect.

>
> The locomotive could use some better rust textures, but overall you did a
> very good job with it. It's mostly the building that needs work, I think.
>
> Overall, I'd say your appraisal is on the mark. Everything is superb except
> the textures. :-) It's a very nice image so far--much nicer than most of
> mine. ;-)
>
> William

Thanks for the comments. When I started modelling the train I had planned it
to be nicely polished with only minimal amounts of dirt/rust so I guess I
just didn't want to wreck it too much after all my hard work ;-)
I don't think I will have time to add your suggestions before the IRTC
deadline but I will keep on trying to get a bit more realism out of this
scene as I think it should be better.

Sean


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From: Alain
Subject: Re: IRTC Entry
Date: 28 Aug 2006 19:16:58
Message: <44f3796a@news.povray.org>
s.day nous apporta ses lumieres en ce 27/08/2006 18:30:
> "Afishionado" <afi### [at] gmailcom> wrote:
>> The main thing I have to say is that this is great. :-) I love that engine!
>> *Very* nice use of CSG. (The broken glass in the windows is nice, too.)
>>
> 
> Thanks..
> 
>> Off the top of my head, the walls could use some more stains. Presumably the
>> now-roofless shed has been exposed to wind and rain, and this should show.
>> Come to think of it, some extra twigs and branches spread on the floor
>> would be nice. If you're a little more ambitious, maybe add some
>> moss/cobwebs hanging from the ceiling beams?
>>
> 
> That's pretty much what I wanted to/want to add to the image (hadn't thought
> about the cobweb and I have an old scene with a web in it which could be put
> to good use there.. Also I did think if I am going to have lots of broken
> windows I really need some broken glass on the floor (There aren't many
> hooligans who sweep up after throwing stones through your windows)
> 
>> I'm guessing that the green marbling is supposed to be moss on the ground,
>> but it doesn't look a whole lot like moss. It might pass for lichen. I
>> really like the moss clumps in the foreground--maybe spread some more of
>> those around?
> 
> I did try this but the scaling just didn't seem to work well with the moss
> which is why I added the foreground object with moss on to get a close
> enough look at it. When viewed at low res it just didn't seem to work well.
> Also the moss has a lot of mesh objects which was starting to take me to the
> limit of my PC's memory (1GB) when using radiosity etc. so as it didn't look
> all that great I decided to just stick with the textured effect.
> 
>> The locomotive could use some better rust textures, but overall you did a
>> very good job with it. It's mostly the building that needs work, I think.
>>
>> Overall, I'd say your appraisal is on the mark. Everything is superb except
>> the textures. :-) It's a very nice image so far--much nicer than most of
>> mine. ;-)
>>
>> William
> 
> Thanks for the comments. When I started modelling the train I had planned it
> to be nicely polished with only minimal amounts of dirt/rust so I guess I
> just didn't want to wreck it too much after all my hard work ;-)
> I don't think I will have time to add your suggestions before the IRTC
> deadline but I will keep on trying to get a bit more realism out of this
> scene as I think it should be better.
> 
> Sean
> 
> 
> 
Keep the original intact and work on a copy. That way, if you mess it to much, 
you always have your intact original.

-- 
Alain
-------------------------------------------------
Gravity is a Myth.  The Earth Sucks!


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From: Daniel Hulme
Subject: Re: IRTC Entry
Date: 28 Aug 2006 19:22:27
Message: <20060829002228.15fca754@mekanori.mon.istic.org>
> Keep the original intact and work on a copy. That way, if you mess it
> to much,  you always have your intact original.
Source control exists!

-- 
I can blink the lights and cat you files full of sad things, We can play
XPilot just for two,  I can serenade and gently play all your ogg files,
Be your 'pache server just for you.  (with apologies to Freddie Mercury)
even more disdain for popular culture at: http://surreal.istic.org/songs


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From: s day
Subject: Re: IRTC Entry
Date: 29 Aug 2006 01:50:00
Message: <web.44f3d49fcd6ad915fb143b260@news.povray.org>
Daniel Hulme <pho### [at] isticorg> wrote:
> > Keep the original intact and work on a copy. That way, if you mess it
> > to much,  you always have your intact original.
> Source control exists!
>
> --
> I can blink the lights and cat you files full of sad things, We can play
> XPilot just for two,  I can serenade and gently play all your ogg files,
> Be your 'pache server just for you.  (with apologies to Freddie Mercury)
> even more disdain for popular culture at: http://surreal.istic.org/songs

The original source is uploaded to the IRTC site already so I even have an
off site backup :-)

Sean


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From: Orchid XP v3
Subject: Re: IRTC Entry
Date: 29 Aug 2006 14:16:21
Message: <44f48475$1@news.povray.org>
> The original source is uploaded to the IRTC site already so I even have an
> off site backup :-)

31337!


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From: jhu
Subject: Re: IRTC Entry
Date: 30 Aug 2006 13:50:01
Message: <web.44f5cfb4cd6ad915f89be9050@news.povray.org>
Could you explain how you textured the walls and the pillars? I've tried
image_maps and isosurfaces but am never quite able to achieve the same
effect.


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From: s day
Subject: Re: IRTC Entry
Date: 31 Aug 2006 08:45:01
Message: <web.44f6d936cd6ad91579fdcb760@news.povray.org>
"jhu" <nomail@nomail> wrote:
> Could you explain how you textured the walls and the pillars? I've tried
> image_maps and isosurfaces but am never quite able to achieve the same
> effect.

Hi,

The textures are all procedural and I think for this scene are maybe a bit
too overworked. This is one of the aspects I am not too pleased with at the
moment. The full source will be available on the IRTC website to download
but the technique is quite simple.

I just texture an object as it would look if it were new/clean then layer
any number of transparent textures over the top of this (normally using a
wrinkle pattern an with a normal) Adjusting the omega/lambda and sometimes
the wave typw help as well. e.g

// Persistence of Vision Ray Tracer Scene Description File
// File: ?.pov
// Vers: 3.5
// Desc: Basic Scene Example
// Date: mm/dd/yy
// Auth: ?
//

#version 3.5;

#include "colors.inc"

global_settings {
  assumed_gamma 1.0
}

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

camera {
  location  <0.0, 10, -50.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 5.0,  0.0>
}

light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <1, 1, 1>  // light's color
  translate <-30, 30, -30>
}





#declare dirt = texture // add grease/dirt
{
        pigment
        {
                wrinkles
                scallop_wave
                turbulence 0.31
                omega 0.65
                lambda 3
                colour_map
                {
                        [ 0.0 rgbt <1, 1, 1, 1> ]
                        [ 0.1 rgbt <1, 1, 1, 1> ]
                        [ 0.15 rgbt <0.01, 0.002, 0, 1> ]
                        [ 0.20 rgbt <0.01, 0.002, 0, 0.7> ]
                        [ 0.40 rgbt <0.01, 0.002, 0, 0.6> ]
                        [ 0.45 rgbt <0.025, 0.01, 0.001, 0.2> ]
                        [ 0.5 rgbt <0.01, 0.002, 0, 0.7> ]
                        [ 0.525 rgbt <0.01, 0.002, 0, 1> ]
                        [ 0.525 rgbt <1, 1, 1, 1> ]
                        [ 0.8 rgbt <1, 1, 1, 1> ]
                        [ 0.8 rgbt <0.1, 0.035, 0.005, 1> ]
                        [ 0.81 rgbt <0.1, 0.035, 0.005, 0.4> ]
                        [ 0.9 rgbt <0.15, 0.085, 0.009, 0.8> ]
                        [ 0.94 rgbt <0.15, 0.085, 0.009, 1> ]
                        [ 1 rgbt <1, 1, 1, 1> ]
                }
                scale <50, 40, 50>
        }
        finish { ambient 0 diffuse 0.4  }
        normal { granite 2 scale 0.2 }
}
texture // add grease/dirt
{
        pigment
        {
                wrinkles

                turbulence 1
                omega 0.75
                lambda 3
                colour_map
                {
                        [ 0.0 rgbt <1, 1, 1, 1> ]
                        [ 0.1 rgbt <1, 1, 1, 1> ]
                        [ 0.15 rgbt <0.01, 0.002, 0, 1> ]
                        [ 0.20 rgbt <0.01, 0.002, 0, 0.7> ]
                        [ 0.40 rgbt <0.01, 0.002, 0, 0.5> ]
                        [ 0.45 rgbt <0.025, 0.01, 0.001, 0.4> ]
                        [ 0.5 rgbt <0.01, 0.002, 0, 0.9> ]
                        [ 0.525 rgbt <0.01, 0.002, 0, 1> ]
                        [ 0.525 rgbt <1, 1, 1, 1> ]
                        [ 0.8 rgbt <1, 1, 1, 1> ]
                        [ 0.8 rgbt <0.1, 0.035, 0.005, 1> ]
                        [ 0.81 rgbt <0.1, 0.035, 0.005, 0.8> ]
                        [ 0.9 rgbt <0.15, 0.085, 0.009, 0.6> ]
                        [ 0.94 rgbt <0.15, 0.085, 0.009, 1> ]
                        [ 1 rgbt <1, 1, 1, 1> ]
                }
                rotate <20, 30, 20>
                scale <45, 55, 35>
        }
        finish { ambient 0 diffuse 0.4  }
        normal { granite 2 scale 0.2 }
}

#declare plasticTex=texture
{
        pigment { rgb <1, 0, 0> }
        finish { phong 1 }
}

plane { y,-5 texture { pigment { rgb 0.5 } } }

sphere { <0, 0, 0> 5
        texture { plasticTex }
}

sphere { <0, 0, 0> 5
        texture { plasticTex }
        texture { dirt }
        translate <10, 0, 0>
}

sphere { <0, 0, 0> 5
        texture { plasticTex }
        texture { dirt }
        texture { dirt rotate <20, 30, 100> }
        texture { dirt rotate <60, 130, 20> }
        texture { dirt rotate <200, 30, 300> }
        translate <-10, 0, 0>
}

produces the image below.

NB: The textures in the train scene are a bit more complicated than this and
use a lot more layers and then a texture_map with a gradient to fade from a
really dirty texture to a cleaner one as it travels up the wall.

Sean


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Attachments:
Download 'texdemo.jpg' (34 KB)

Preview of image 'texdemo.jpg'
texdemo.jpg


 

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