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Over in off-topic, Mike was complaining of a lull in the community here, so
Ross suggested posting whatever you are doing now, whatever the state of it
is.
So, here are the two things I've been working on recently. First is a basic
attempt to model my office, second is an attempt to model a bike wheel.
Post a reply to this message
Attachments:
Download 'room1.jpg' (53 KB)
Download 'closeup.jpg' (76 KB)
Preview of image 'room1.jpg'
Preview of image 'closeup.jpg'
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originally inspired by an image inspired by a sketch by dali. WIP. some
obvious places where i need to fix the geometry on the rocks.
anyway, enjoy.
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Attachments:
Download 'lull.jpg' (64 KB)
Preview of image 'lull.jpg'
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"scott" <ask### [at] mecom> wrote:
> Over in off-topic, Mike was complaining of a lull in the community here, so
> Ross suggested posting whatever you are doing now, whatever the state of it
> is.
>
> So, here are the two things I've been working on recently. First is a basic
> attempt to model my office, second is an attempt to model a bike wheel.
Been working on some CGSphere entries. Preview of #3 (a revision to my #2,
A Clockwork Orange). I have been having difficulties with the default
background grid disappearing without stupidly high AA settings. Any
suggestions? (Can't change the grid)
-tgq
Post a reply to this message
Attachments:
Download 'cgsphere3.jpg' (64 KB)
Preview of image 'cgsphere3.jpg'
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> Been working on some CGSphere entries. Preview of #3 (a revision to my
> #2,
> A Clockwork Orange). I have been having difficulties with the default
> background grid disappearing without stupidly high AA settings. Any
> suggestions? (Can't change the grid)
Render at 2x or higher the resolution with more "normal" AA settings, then
rescale (using a decent method) in a paint program.
Post a reply to this message
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"scott" <ask### [at] mecom> wrote in message news:458314dd@news.povray.org...
> > Been working on some CGSphere entries. Preview of #3 (a revision to my
> > #2,
> > A Clockwork Orange). I have been having difficulties with the default
> > background grid disappearing without stupidly high AA settings. Any
> > suggestions? (Can't change the grid)
>
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.
>
>
or just use an insane AA, not sure what the guidelines for the CGSpheres
site is, but post-processing like that might not be appropriate.
my image above was rendered with +AM2 +A0.0 otherwise the checkered texture
looks horrible in the distance.
Post a reply to this message
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"scott" <ask### [at] mecom> wrote:
> > Been working on some CGSphere entries. Preview of #3 (a revision to my
> > #2,
> > A Clockwork Orange). I have been having difficulties with the default
> > background grid disappearing without stupidly high AA settings. Any
> > suggestions? (Can't change the grid)
>
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.
Thanks, I'll try that perhaps.
-tgq
Post a reply to this message
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"Ross" <rli### [at] speakeasynet> wrote:
> "scott" <ask### [at] mecom> wrote in message news:458314dd@news.povray.org...
> > > Been working on some CGSphere entries. Preview of #3 (a revision to my
> > > #2,
> > > A Clockwork Orange). I have been having difficulties with the default
> > > background grid disappearing without stupidly high AA settings. Any
> > > suggestions? (Can't change the grid)
> >
> > Render at 2x or higher the resolution with more "normal" AA settings, then
> > rescale (using a decent method) in a paint program.
> >
> >
>
> or just use an insane AA, not sure what the guidelines for the CGSpheres
> site is, but post-processing like that might not be appropriate.
>
> my image above was rendered with +AM2 +A0.0 otherwise the checkered texture
> looks horrible in the distance.
Yes, PP is allowed. Insane doesn't work for me, I get unreal render times
(relating to the fact that I use 256 light sources as usual)
-tgq
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote in message
news:web.4583129c8f139dc5c150d4c10@news.povray.org...
> "scott" <ask### [at] mecom> wrote:
> > Over in off-topic, Mike was complaining of a lull in the community here,
so
> > Ross suggested posting whatever you are doing now, whatever the state of
it
> > is.
> >
> > So, here are the two things I've been working on recently. First is a
basic
> > attempt to model my office, second is an attempt to model a bike wheel.
>
> Been working on some CGSphere entries. Preview of #3 (a revision to my
#2,
> A Clockwork Orange). I have been having difficulties with the default
> background grid disappearing without stupidly high AA settings. Any
> suggestions? (Can't change the grid)
>
> -tgq
>
I like the concept, better than most at the CGSphere's site that I saw. I
think something like a metal ring around the face of the clock, sort of
plating the orange, would look nice.
pretty good orange texture too.
Post a reply to this message
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Here's mine. Bet you can't tell what it is. (Mainly due to the poor
quality of the rendering.)
Obviously, I am nowhere near 1337 enough to make this up all by myself.
It's actually done with POV-Tree and Tom Tree. It *still* doesn't look
right. (A damn site better than my own algorithm, but it still looks
wrong. In particular, the needles differ vastly in size.)
This is actually a scaled down version of an image rendered at about
2,000 pixels square. Took slightly less than 1 hour to render on an AMD
Athlon64 in 32-bit mode. It renders faster without radiosity - but then
the lighting looks *very* weird.
If I ever finish it, it's going to go on Zazzle. The plan is to add
*lots* of fairy lights. Because I think they're pretty. :-P
PS. The checkered floor is actually supposed to be carpet tiles. We
actually have these at work. Unfortunately, the image makes it look
nothing like carpet! (The wallpaper looks pretty similar to what we have
at work though. But without the peeling...)
Post a reply to this message
Attachments:
Download 'tree-09-final.jpg' (97 KB)
Preview of image 'tree-09-final.jpg'
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"scott" <ask### [at] mecom> wrote:
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.
sounds just like the supersampling Antia-Aliasing method he's using.
Post a reply to this message
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