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14 Jul 2025 01:05:34 EDT (-0400)
  Another point of view (Message 31 to 40 of 82)  
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From: Robert McGregor
Subject: Re: Another point of view
Date: 10 Nov 2009 18:25:01
Message: <web.4af9f576234deab64726e92b0@news.povray.org>
"H. Karsten" <h-karsten()web.de> wrote:
> Hi people
>
> Not very much things added today, just a few peaces, and the fillets.
> These little rounding in all corners are *very* important for me. They are the
> reason for me, to use a cad-program.
>
> Take a closer look to all thing around you. You'll see, that there is not a
> singe real corner. Everything is a little rounded. And if its just a little: the
> "corner" will reflect the light different as an "artificial" one. Because of its
> round shape, it reflects the light nearly always!
>
> If you are interested in modeling with cad programs, you can use HeeksCAD.
> Its free.
>
> http://code.google.com/p/heekscad/issues/detail?id=193
>
> You just have to convert the result to a mesh.
>
> Compare the corners now with the rendering from before.
>
> Holger :)

Yes, bevels make a huge difference in removing that obvious CG-ness from a shot.

This section would look great with a bump map of some anisotropic brushing
running around the circumference of the cylinders. Really nice job so far H.


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From: clipka
Subject: Re: Another point of view
Date: 10 Nov 2009 19:53:39
Message: <4afa0b13$1@news.povray.org>
Robert McGregor schrieb:

> Wow, what version of POV-Ray is this from? Or is this a preview from Rhino or
> Max? It looks like a Monte Carlo ambient occlusion pass of some sort...

Looks like MCPov to me.


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From: H  Karsten
Subject: Re: Another point of view
Date: 10 Nov 2009 21:05:01
Message: <web.4afa1b82234deab629dd4f5a0@news.povray.org>
"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
...
>
> Wow, what version of POV-Ray is this from? Or is this a preview from Rhino or
> Max? It looks like a Monte Carlo ambient occlusion pass of some sort...

When using occlusion, its megapov 1.21 It has the "projection" pattern.

Just define all objects to one name, then use the name as object and project it
to it self, using "normal on" and "blur 1,samples" on it.

Should looking like this:

#declare All=object{
#while (looking for all your objects)
#include them
#end
}
(ok, that's a little symbolic)

then

Object {
All
pigment{projection{object{All} normal on blur 1,64}}
finish{ambient 1}
or
finish{reflection 0.5 ambient 0.5}
}
The 64 are the samples use about 5 for testing and 32-64 for the final one.

When using blurry reflection, I'm using megapov 0.6! *Not* the new one. Instead
of the projection pattern, I use the "proximity" pattern.

When nothings work, use mc-pov!

Holger


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From: H  Karsten
Subject: Re: Another point of view
Date: 10 Nov 2009 23:20:01
Message: <web.4afa3a51234deab6da6353d60@news.povray.org>
Hi Robert,

Here the texture for this picture:

// Background:
sphere {
  0,1
  pigment {
   image_map {
    tga "ldr/base2.tga" interpolate 2 map_type 7
   }
  }
  finish { ambient 5 diffuse 0}
  scale 10000
  hollow
}

// Texture:
texture{
 pigment{
 projection{object{All}normal on blur 2, Rsamples}
 color_map{[0 color rgb 1][.5 color rgb 0][1 color rgb 0]}}
 finish{reflection .25 diffuse 0 ambient .75}
}


Thats it :)

Holger


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Attachments:
Download 'hand10.jpg' (75 KB)

Preview of image 'hand10.jpg'
hand10.jpg


 

From: Charles C
Subject: Re: Another point of view
Date: 11 Nov 2009 00:05:01
Message: <web.4afa458c234deab6cac4259f0@news.povray.org>
Stephen <mca### [at] aolDOTcom> wrote:
> Charles C wrote:
> > Stephen <mca### [at] aolDOTcom> wrote:
> >
> >> Yes there are but you would only use them for straight runs or ones with


> >> you would use a compression fitting.
> >
> > I've seen it where pipe thread was used -and- the rotation/orientation mattered.
> > Charles
> >
>
> I bet who ever did it had no intention of doing maintenance on it.
> Cheapskate! ;)
>
> --
>
> Best Regards,
>  Stephen

No comment.  I think that any major engineered object which will need any kind
of regular maintenance should have some kind of serviceability engineer - an
engineer dedicated to keeping the other engineers mindful of serviceability.

Charles


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From: Charles C
Subject: Re: Another point of view
Date: 11 Nov 2009 00:20:00
Message: <web.4afa4841234deab6cac4259f0@news.povray.org>
"H. Karsten" <h-karsten()web.de> wrote:
> I'm using Rhino, export this as pov-code in ten different levels, converting the
> lowest detail one in to Raw (using basic) and than to obj, using Deep
> Exploration. Than import this into 3DS-Max. Animating the part there and render
> a (so called) "vue-file". It contains matrix-transform-data. My Pov-script take
> now higher level geometry, using the matrix from MAX and do the rendering.
> The matrix-vue-file from MAX is converted, using Basic.

Intereting process.  Are the other 8 levels used for test renders?  Also, if
POV-Ray could modify arbitrary text files (not just CSV's) so you could use SDL
rather than Basic, would you do this?

Ok, maybe I've got an ulterior motive in asking that last question ;) I wish for
this feature and hope more people do too.

When are we going to see two arms connected? :)

Charles


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From: Stephen
Subject: Re: Another point of view
Date: 11 Nov 2009 00:48:09
Message: <4afa5019$1@news.povray.org>
Charles C wrote:

> No comment.  I think that any major engineered object which will need any kind
> of regular maintenance should have some kind of serviceability engineer - an
> engineer dedicated to keeping the other engineers mindful of serviceability.
> 



-- 

Best Regards,
	Stephen


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From: H  Karsten
Subject: Re: Another point of view
Date: 11 Nov 2009 02:20:01
Message: <web.4afa64e9234deab6da6353d60@news.povray.org>
"Charles C" <nomail@nomail> wrote:
...
> Intereting process. Are the other 8 levels used for test renders? Also, if
> POV-Ray could modify arbitrary text files (not just CSV's) so you could use SDL
> rather than Basic, would you do this?
>
> Ok, maybe I've got an ulterior motive in asking that last question ;) I wish for
> this feature and hope more people do too.
>
> When are we going to see two arms connected? :)
>
> Charles

I use all these levels to chose the quality of the geometry based on:
- the distance between the camera and the object
- the resolution of the rendered image
- a wide range between fast parsing and an ugly picture on the one side and a
slow one and a good result on the other.
- how good to animate all object in my 3D-application, (low-res as possible)
while there give a good similarity to its high-res pendant in povray (high-res
as possible).

PovRay is good to make textiles (also binaries, if needed) but I had lots of
trouble with parsing textiles. I'm not sure, if I remember right but I thing,
that Information in textiles need to be separated with a comma, when its being
parsed in PovRay.


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From: Thomas de Groot
Subject: Re: Another point of view
Date: 11 Nov 2009 03:34:30
Message: <4afa7716$1@news.povray.org>
"H. Karsten" <h-karsten()web.de> schreef in bericht 
news:web.4afa1b82234deab629dd4f5a0@news.povray.org...
> "Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> ...
>>
>> Wow, what version of POV-Ray is this from? Or is this a preview from 
>> Rhino or
>> Max? It looks like a Monte Carlo ambient occlusion pass of some sort...
>
> When using occlusion, its megapov 1.21 It has the "projection" pattern.
>
>[.....]
>
> When using blurry reflection, I'm using megapov 0.6! *Not* the new one. 
> Instead
> of the projection pattern, I use the "proximity" pattern.
>
> When nothings work, use mc-pov!


I am certainly talking nonsense now, but there are still interesting goodies 
in megapov waiting to be included in 3.7....  :-)

Thomas


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From: clipka
Subject: Re: Another point of view
Date: 11 Nov 2009 03:41:24
Message: <4afa78b4$1@news.povray.org>
Thomas de Groot schrieb:

> I am certainly talking nonsense now, but there are still interesting goodies 
> in megapov waiting to be included in 3.7....  :-)

Don't expect too much of 3.7; current main focus is getting the thing on 
the road at last.

But there'll certainly be a version after 3.7...


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