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Need Advice on how to go about making curtains for the windows
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Attachments:
Download 'room.png' (375 KB)
Preview of image 'room.png'
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"POVManiac" <sou### [at] yahoocom> wrote:
> Need Advice on how to go about making curtains for the windows
Well, there's this patch http://tofbouf.free.fr/clothray/index_en.html which
I've never used, but the sample scenes sure look great...
That's a beautiful picture you're working on. Don't forget to post it again when
it's finished!
Regards,
Dave Blandston
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POVManiac wrote:
> Need Advice on how to go about making curtains for the windows
I uses a prism based on a linear_sweep cubic_spline, picking a bunch of
points going from left to right, then from right to left, picking randomly
for the curtain width. Then I used Rune's velvet texture. It wound up
looking like this:
http://darren.s3.amazonaws.com/Castle/SavedOUT/TopView0C.jpg
http://darren.s3.amazonaws.com/Castle/SavedOUT/Keep_100_40_1_e.html
http://darren.s3.amazonaws.com/Castle/SavedOUT/Keep_87_97_1_s.html
--
Darren New, San Diego CA, USA (PST)
Yes, we're traveling together,
but to different destinations.
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On Wed, 31 Mar 2010 00:30:51 +0200, POVManiac <sou### [at] yahoocom> wrote:
> Need Advice on how to go about making curtains for the windows
I would use bezier patches, it gives you a lot of control. Or else try
clothray cloth simulation.
-Nekar Xenos-
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Dave Blandston wrote:
> "POVManiac" <sou### [at] yahoocom> wrote:
>> Need Advice on how to go about making curtains for the windows
>
> Well, there's this patch http://tofbouf.free.fr/clothray/index_en.html
which
> I've never used, but the sample scenes sure look great...
>
Or this tool http://jeberger.free.fr/povray/cloth/cloth.html which,
not being a patch, works with all versions of POV (the downside is
that it only supports collisions with a limited set of primitives,
but that shouldn't be a problem here since you won't have any
collisions anyway...)
Jerome
--
mailto:jeb### [at] freefr
http://jeberger.free.fr
Jabber: jeb### [at] jabberfr
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"POVManiac" <sou### [at] yahoocom> wrote:
> Need Advice on how to go about making curtains for the windows
Went with blinds in stead. Here is an update.
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Attachments:
Download 'room.png' (371 KB)
Preview of image 'room.png'
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"POVManiac" <sou### [at] yahoocom> schreef in bericht
news:web.4bb883c9ba930263d9baecb00@news.povray.org...
> "POVManiac" <sou### [at] yahoocom> wrote:
>> Need Advice on how to go about making curtains for the windows
>
> Went with blinds in stead. Here is an update.
>
Nice.
I suppose that the extreme symmetry of the room (and camera position) has a
(building) purpose, but personally, I would like to see a bit of *confusion*
in the composition of the scene: position of the foreground jars,
rotation/position of the carpet and the bench/armchairs/table. Also the
blades of the ventilator whic are exactly oriented with respect to
room/camera. And some nice thinks on the walls of course... And the camera
could be positioned off-center, and maybe a little lower.
Thomas
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What confuses me a bit are the shadows (or the lack
thereof?) In particular, my eyes sometimes interpret
the image as featuring a flying carpet ;)
Nice job otherwise.
It has a very symmetric composition indeed but there is
a certain appeal in discovering the asymmetric details.
I got 5 so far ;)
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> "POVManiac"<sou### [at] yahoocom> wrote:
>> Need Advice on how to go about making curtains for the windows
>
> Went with blinds in stead. Here is an update.
As Christian said: Where are the shadows? Did you set everything as
no_shadow, or did you use only shadowless light_source?
If you used no_shadow to hide some mesh artefacts, I suggest using some
localised subdivision in the problem areas instead. The artefacts will
be smaller, thus less visible. Also, using a non-unifors texture can
also help.
It would be interesting to break that to perfect disposition. Even a
geometry freak can't get such a clean disposition. Just jittering,
rotations and translation, the furniture by a small amount can improve
things.
Alain
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