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From: jhu
Subject: Kitchen
Date: 24 Jun 2011 00:15:00
Message: <web.4e040eda251ef7a8dcff099d0@news.povray.org>
Took a long time to render and I keep getting close to the memory limit for my
computer. A few radiosity issues mostly because of issues running out of memory,
but it's good enough for now.


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From: Paolo Gibellini
Subject: Re: Kitchen
Date: 24 Jun 2011 04:31:59
Message: <4e044b7f$1@news.povray.org>
>jhu  on date 24/06/2011 06:13 wrote:
> Took a long time to render and I keep getting close to the memory limit for my
> computer. A few radiosity issues mostly because of issues running out of memory,
> but it's good enough for now.
I like the scene, it seems a quietful kitchen.
Paolo


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From: nemesis
Subject: Re: Kitchen
Date: 24 Jun 2011 10:20:01
Message: <web.4e049c8b86801af1352a052d0@news.povray.org>
"jhu" <nomail@nomail> wrote:
> Took a long time to render and I keep getting close to the memory limit for my
> computer. A few radiosity issues mostly because of issues running out of memory,
> but it's good enough for now.

is it CSG?


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From: jhu
Subject: Re: Kitchen
Date: 24 Jun 2011 13:45:01
Message: <web.4e04cc3886801af1580576690@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> "jhu" <nomail@nomail> wrote:
> > Took a long time to render and I keep getting close to the memory limit for my
> > computer. A few radiosity issues mostly because of issues running out of memory,
> > but it's good enough for now.
>
> is it CSG?

All CSG


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From: Nekar Xenos
Subject: Re: Kitchen
Date: 24 Jun 2011 15:43:13
Message: <op.vxlid6fcufxv4h@xena>
On Fri, 24 Jun 2011 06:13:14 +0200, jhu <nomail@nomail> wrote:

> Took a long time to render and I keep getting close to the memory limit  
> for my
> computer. A few radiosity issues mostly because of issues running out of  
> memory,
> but it's good enough for now.

How did you do the carpet?

-- 
-Nekar Xenos-


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From: jhu
Subject: Re: Kitchen
Date: 24 Jun 2011 21:50:00
Message: <web.4e053dc086801af1dcff099d0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> On Fri, 24 Jun 2011 06:13:14 +0200, jhu <nomail@nomail> wrote:
>
> > Took a long time to render and I keep getting close to the memory limit
> > for my
> > computer. A few radiosity issues mostly because of issues running out of
> > memory,
> > but it's good enough for now.
>
> How did you do the carpet?
>
> --
> -Nekar Xenos-

It's thousands of pairs of mesh2 triangles. I guess that doesn't quite make it
entirely CSG. But it uses a bit less memory than thousands of thin boxes!


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From: posfan12
Subject: Re: Kitchen
Date: 24 Jun 2011 22:27:11
Message: <4e05477f$1@news.povray.org>
On 6/24/2011 4:32 AM, Paolo Gibellini wrote:
>  >jhu on date 24/06/2011 06:13 wrote:
>> Took a long time to render and I keep getting close to the memory
>> limit for my
>> computer. A few radiosity issues mostly because of issues running out
>> of memory,
>> but it's good enough for now.
> I like the scene, it seems a quietful kitchen.
> Paolo

Indeed, it is very nice! I wish I had a kitchen like it.

-- 
http://isometricland.com


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From: s day
Subject: Re: Kitchen
Date: 25 Jun 2011 01:00:01
Message: <web.4e056b2c86801af1988b44580@news.povray.org>
"jhu" <nomail@nomail> wrote:
> Took a long time to render and I keep getting close to the memory limit for my
> computer. A few radiosity issues mostly because of issues running out of memory,
> but it's good enough for now.

Some great CSG modelling, like you say a few radiosity issues but aside from
that not much to suggest. I think the textures on the wall and floor look a
little bit grainy for my liking, could be intentional or could be quality
settings. I think the grapes look too solid (they look more like olives than
grapes). They should be slightly translucent, I think just adding a second
diffuse value (e.g. diffuse 0.6 0.4) would help but really should be a full
material e.g.

  material {
         texture {
         pigment { rgbt <0.45, 0.8, 0.1, 0.2> }
         finish {
                specular 0.2
                roughness 0.01
                diffuse 0.6 0.4
                reflection { 0.002, 0.0001 }
                }
         normal { dents 0.2 scale 0.01 }
        }
        interior {
                ior 3
                fade_power 1001
                fade_distance 0.5
                fade_color <0.2, 0.3, 0.1>
        }

  }

was used to generate the attached rather spherical grapes.

I am no expert and have no idea what the correct ior would be for a grape (or if
 you should even be using this for grapes) but I think the effect looks more
realistic. Also you would need to adjust the fade_distance and probably colours
(I think your grape colour is better).

I like the rug, it is a difficult object/effect to model and looks really good.

Sean


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From: clipka
Subject: Re: Kitchen
Date: 25 Jun 2011 19:37:47
Message: <4e06714b$1@news.povray.org>
Am 25.06.2011 06:59, schrieb s.day:

> I think the grapes look too solid (they look more like olives than
> grapes). They should be slightly translucent, I think just adding a second
> diffuse value (e.g. diffuse 0.6 0.4) would help but really should be a full
> material e.g.

That's what I noticed, too. Though of course I'd suggest trying 
subsurface scattering :-)

With radiosity enabled, backside illumination (i.e. using a second 
diffuse parameter) should do a nice job as well though, and to be honest 
it might be easier to tweak.


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From: Alain
Subject: Re: Kitchen
Date: 25 Jun 2011 21:17:00
Message: <4e06888c@news.povray.org>


> I am no expert and have no idea what the correct ior would be for a grape (or if
>   you should even be using this for grapes) but I think the effect looks more
> realistic. Also you would need to adjust the fade_distance and probably colours
> (I think your grape colour is better).
>
> Sean
>

The ior for the inside of a grape should be slightly larger than water: 
Sugary water.

Pure water's ior is 1.33. For a grape, a good value could be around 1.34 
to 1.35. Lower for green grape, higher for ripe red or blue grape.

If you don't want to use SSLT, you may use some scattering media with 
extinction 0 and fade_color set to the tint of the inside, and 
fade_distance. Normaly, green for green grape, but much more yellow for 
blue or red grape.



Alain


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