|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Finally an actual scene - some ceramic art on display in a gallery.
The pot is built from a bezier path (drawn in Illustrator and converted with
some code I wrote in Smalltalk), then subdivided in SDL and turned into a mesh.
The mesh points are then perturbed by an SDL function.
The environment is an HDR light probe I shot a couple of weeks ago (it's the
foyer of the University of Auckland business school). The lighting is providing
by about 200 lights generated by LighMapGen from the HDR and converted into a
POV-readable file with some Vim macros.
The pot's glaze texture is done with my DF3 proximity macros, and the floor is
my recent attempt at a wood texture.
AA and DoF with my Camera35mm macros (in stochastic rendering mode). About 200
passes. Total rendering time is about four and a half hours on my entry level
MacBook Pro. POVRay 3.7b38.
Lots to improve in the scene still (for a start I need to be able to write the
mesh out to a file, and it's not even smooth triangles yet!). The stand the pot
is on looks a bit too perfect to me, and that's distracting.
But, all in all, I'm pretty happy with the current results. Looks very much like
it did in my imagination, and that's always a good sign :-)
Cheers,
Edouard.
Post a reply to this message
Attachments:
Download 'ceramic-display.jpg' (224 KB)
Preview of image 'ceramic-display.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Magnificent ceramic!
Is there somewhere a tutorial to make a lightdome in POV?
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
>Edouard on date 16/07/2010 09:41 wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
>
> The pot is built from a bezier path (drawn in Illustrator and converted with
> some code I wrote in Smalltalk), then subdivided in SDL and turned into a mesh.
> The mesh points are then perturbed by an SDL function.
>
> The environment is an HDR light probe I shot a couple of weeks ago (it's the
> foyer of the University of Auckland business school). The lighting is providing
> by about 200 lights generated by LighMapGen from the HDR and converted into a
> POV-readable file with some Vim macros.
>
> The pot's glaze texture is done with my DF3 proximity macros, and the floor is
> my recent attempt at a wood texture.
>
> AA and DoF with my Camera35mm macros (in stochastic rendering mode). About 200
> passes. Total rendering time is about four and a half hours on my entry level
> MacBook Pro. POVRay 3.7b38.
>
> Lots to improve in the scene still (for a start I need to be able to write the
> mesh out to a file, and it's not even smooth triangles yet!). The stand the pot
> is on looks a bit too perfect to me, and that's distracting.
>
> But, all in all, I'm pretty happy with the current results. Looks very much like
> it did in my imagination, and that's always a good sign :-)
>
> Cheers,
> Edouard.
It looks very... awesome!
;-)
Paolo
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> But, all in all, I'm pretty happy with the current results. Looks very
> much like
> it did in my imagination, and that's always a good sign :-)
It looks really good. I'm a bit confused about the size though, the text on
the label makes me think it is huge, but then something else is telling me
it's smaller (maybe the narrow depth of field?).
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 16.07.2010 09:41, schrieb Edouard:
> Finally an actual scene - some ceramic art on display in a gallery.
"AWSOME!"
I think the wood texture still needs a bit of work though. Other than
that, it looks /incredibly/ real.
Apparently you don't even need a smoothed mesh. I'd suggest to leave it
as it is - all a smoothed mesh could possibly give you in addition is
artifacts and longer rendering times.
I find no fault in the perfection of the stand - it makes for a good
contrast, and fits a museum pretty well if I'm asked; the plaque seems
sufficient to me for breaking up that perfection a bit.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"scott" <sco### [at] scottcom> wrote:
> > But, all in all, I'm pretty happy with the current results. Looks very
> > much like
> > it did in my imagination, and that's always a good sign :-)
>
> It looks really good. I'm a bit confused about the size though, the text on
> the label makes me think it is huge, but then something else is telling me
> it's smaller (maybe the narrow depth of field?).
The depth of field is pretty narrow - it's a 50mm lens on a full frame camera
least somewhat realistic.
The vase is about 3 feet high (which is a pretty large throw - my brother can
throw that large, but it takes an awful lot of practice).
Cheers,
Edouard.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Edouard" <pov### [at] edouardinfo> wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
Excellent!
For me, the biggest cue to realism is the proximity texture combined with the
ceramic material. The glaze is great, but I think it would look just as
realistic without it.
I know what you mean about the pedestal, but I don't have any suggestions - you
don't want to distract from the vase. Oh yes, and the floor's great!
Bill
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 16/07/2010 5:41 PM, Edouard wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
simply beautiful. it's simplicity is what makes it so good.
zutroi
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Edouard" <pov### [at] edouardinfo> wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
> ...
> But, all in all, I'm pretty happy with the current results. Looks very much like
> it did in my imagination, and that's always a good sign :-)
You went through quite the work flow to get here. I wouldn't worry about the
non-smooth normals. It looks fine. If it makes you feel any better, we could
call them "micro normals." I personally can't see a single triangle. The
proximity pattern worked out well, gives it a realistic look. As for the
pedestal... I haven't visited too many museums, but some of them try to give the
pedestals too much texture. This distracts from the piece. Your pedestal is
simple and non-distracting, which is more appropriate for display purposes :)
Good job!
Sam
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
clipka wrote:
> Apparently you don't even need a smoothed mesh. I'd suggest to leave it
> as it is - all a smoothed mesh could possibly give you in addition is
> artifacts and longer rendering times.
>
Seconded!!!
I have always thought this to be true. I have long fantasized that the
most realistic skin could actually be gotten with unsmoothed triangles
in sufficient quantity. This is at least a first step.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |