POV-Ray : Newsgroups : povray.binaries.images : Medias and interior Server Time
8 Nov 2024 04:22:02 EST (-0500)
  Medias and interior (Message 1 to 10 of 11)  
Goto Latest 10 Messages Next 1 Messages >>>
From: Fractracer
Subject: Medias and interior
Date: 28 Jun 2013 06:20:01
Message: <web.51cd62cf7dc2d3c555cf72140@news.povray.org>
After six months of intensive works i have some 'beautyfull' pictures, blobby
humans inspired par F Munoz include files, medias spheres, twisted shape made by
math formula. All in a big sphere who give shining at objects.


Post a reply to this message


Attachments:
Download 'game_media.jpg' (461 KB)

Preview of image 'game_media.jpg'
game_media.jpg


 

From: Thomas de Groot
Subject: Re: Medias and interior
Date: 28 Jun 2013 07:05:46
Message: <51cd6e0a@news.povray.org>
On 28-6-2013 12:17, Fractracer wrote:
> After six months of intensive works i have some 'beautyfull' pictures, blobby
> humans inspired par F Munoz include files, medias spheres, twisted shape made by
> math formula. All in a big sphere who give shining at objects.
>

The twisted arms are interesting although I would prefer them not to end 
in detached blobs, but rather thinning out and connected.

Be careful about too much reflections. ;-)  I think that the scene would 
be more interesting with much less reflections, especially the ground.

While the scene may hint at different things, I miss a clear story 
behind it. The rather loose elements do not seem to be related to each 
other. Story telling is also part of a good render :-)

Thomas


Post a reply to this message

From: Fractracer
Subject: Re: Medias and interior
Date: 29 Jun 2013 04:10:00
Message: <web.51ce956032fa5b8b916440570@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 28-6-2013 12:17, Fractracer wrote:
> > After six months of intensive works i have some 'beautyfull' pictures, blobby
> > humans inspired par F Munoz include files, medias spheres, twisted shape made by
> > math formula. All in a big sphere who give shining at objects.
> >
>
> The twisted arms are interesting although I would prefer them not to end
> in detached blobs, but rather thinning out and connected.
>
> Be careful about too much reflections. ;-)  I think that the scene would
> be more interesting with much less reflections, especially the ground.
>
> While the scene may hint at different things, I miss a clear story
> behind it. The rather loose elements do not seem to be related to each
> other. Story telling is also part of a good render :-)
>
> Thomas

It's hard to end the twisted arms without detached blobs, because the shape is
made by maths formulas with sinh - maybe can I use a test to see the distance
between two points, but this is a big code...

I made a new version with less reflections on the plane.

The scene story! It's a weird world, human forms and spirals life with lightning
eggs, just a dream, not a real vision. No dialogs between the two forms of life
(human and spirals), and the back is a strange wall like sands.


Post a reply to this message

From: Fractracer
Subject: Re: Medias and interior
Date: 29 Jun 2013 06:00:02
Message: <web.51ceaf0e32fa5b8b916440570@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 28-6-2013 12:17, Fractracer wrote:
> > After six months of intensive works i have some 'beautyfull' pictures, blobby
> > humans inspired par F Munoz include files, medias spheres, twisted shape made by
> > math formula. All in a big sphere who give shining at objects.
> >
>
> The twisted arms are interesting although I would prefer them not to end
> in detached blobs, but rather thinning out and connected.
>
> Be careful about too much reflections. ;-)  I think that the scene would
> be more interesting with much less reflections, especially the ground.
>
> While the scene may hint at different things, I miss a clear story
> behind it. The rather loose elements do not seem to be related to each
> other. Story telling is also part of a good render :-)
>
> Thomas

Here a variation of the same image, without plane reflection.
For the blobby twisted arms, I have some problmes to avoid isolated spheres
because the math formula use sinh - maybe can I use a test for distance between
spheres.
The story: it's a wird world with human and others life forms (spirals), the
spheres on the ground are lights eggs.


Post a reply to this message


Attachments:
Download 'game_media2.jpg' (216 KB)

Preview of image 'game_media2.jpg'
game_media2.jpg


 

From: andrel
Subject: Re: Medias and interior
Date: 29 Jun 2013 07:21:56
Message: <51CEC34E.3000902@gmail.com>
On 29-6-2013 10:07, Fractracer wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 28-6-2013 12:17, Fractracer wrote:
>>> After six months of intensive works i have some 'beautyfull' pictures, blobby
>>> humans inspired par F Munoz include files, medias spheres, twisted shape made by
>>> math formula. All in a big sphere who give shining at objects.
>>>
>>
>> The twisted arms are interesting although I would prefer them not to end
>> in detached blobs, but rather thinning out and connected.
>>
>> Be careful about too much reflections. ;-)  I think that the scene would
>> be more interesting with much less reflections, especially the ground.
>>
>> While the scene may hint at different things, I miss a clear story
>> behind it. The rather loose elements do not seem to be related to each
>> other. Story telling is also part of a good render :-)
>>
>> Thomas
>
> It's hard to end the twisted arms without detached blobs, because the shape is
> made by maths formulas with sinh - maybe can I use a test to see the distance
> between two points, but this is a big code...

Have you considered a cylinder (or cone, if they are not of equal size) 
between every sphere and the next.
That is not so much extra code.


-- 
Everytime the IT department forbids something that a researcher deems
necessary for her work there will be another hole in the firewall.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Medias and interior
Date: 29 Jun 2013 07:28:38
Message: <51cec4e6$1@news.povray.org>
On 29-6-2013 11:55, Fractracer wrote:

> Here a variation of the same image, without plane reflection.
> For the blobby twisted arms, I have some problmes to avoid isolated spheres
> because the math formula use sinh - maybe can I use a test for distance between
> spheres.
> The story: it's a wird world with human and others life forms (spirals), the
> spheres on the ground are lights eggs.
>

I like this more. There is now some contrast between the different 
elements which was not there before.

Thomas


Post a reply to this message

From: Fractracer
Subject: Re: Medias and interior
Date: 29 Jun 2013 07:50:02
Message: <web.51cec98c32fa5b8b916440570@news.povray.org>
andrel <byt### [at] gmailcom> wrote:
> On 29-6-2013 10:07, Fractracer wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> >> On 28-6-2013 12:17, Fractracer wrote:
> >>> After six months of intensive works i have some 'beautyfull' pictures, blobby
> >>> humans inspired par F Munoz include files, medias spheres, twisted shape made by
> >>> math formula. All in a big sphere who give shining at objects.
> >>>
> >>
> >> The twisted arms are interesting although I would prefer them not to end
> >> in detached blobs, but rather thinning out and connected.
> >>
> >> Be careful about too much reflections. ;-)  I think that the scene would
> >> be more interesting with much less reflections, especially the ground.
> >>
> >> While the scene may hint at different things, I miss a clear story
> >> behind it. The rather loose elements do not seem to be related to each
> >> other. Story telling is also part of a good render :-)
> >>
> >> Thomas
> >
> > It's hard to end the twisted arms without detached blobs, because the shape is
> > made by maths formulas with sinh - maybe can I use a test to see the distance
> > between two points, but this is a big code...
>
> Have you considered a cylinder (or cone, if they are not of equal size)
> between every sphere and the next.
> That is not so much extra code.
>
>
> --
> Everytime the IT department forbids something that a researcher deems
> necessary for her work there will be another hole in the firewall.

Yeah, it's an idea, I go to try this. Thanx.


Post a reply to this message

From: Fractracer
Subject: Re: Medias and interior
Date: 29 Jun 2013 07:55:01
Message: <web.51cec9fb32fa5b8b916440570@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-6-2013 11:55, Fractracer wrote:
>
> > Here a variation of the same image, without plane reflection.
> > For the blobby twisted arms, I have some problmes to avoid isolated spheres
> > because the math formula use sinh - maybe can I use a test for distance between
> > spheres.
> > The story: it's a wird world with human and others life forms (spirals), the
> > spheres on the ground are lights eggs.
> >
>
> I like this more. There is now some contrast between the different
> elements which was not there before.
>
> Thomas

I think you're right, I do change the color of the plane and the color of the
sand buiding.


Post a reply to this message

From: Thomas de Groot
Subject: Re: Medias and interior
Date: 29 Jun 2013 10:42:12
Message: <51cef244$1@news.povray.org>
On 29-6-2013 13:50, Fractracer wrote:

> I think you're right, I do change the color of the plane and the color of the
> sand buiding.
>

Be at ease, I am just giving my more or less considered opinion which 
may not be at all what you fancy ;-) From my own experience comments 
from the community help to focus on the possible weak points of an 
image, but in the end, it is always your own image and your final decisions.

Thomas


Post a reply to this message

From: Fractracer
Subject: Re: Medias and interior
Date: 30 Jun 2013 07:05:00
Message: <web.51d00fb132fa5b8b916440570@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 29-6-2013 13:50, Fractracer wrote:
>
> > I think you're right, I do change the color of the plane and the color of the
> > sand buiding.
> >
>
> Be at ease, I am just giving my more or less considered opinion which
> may not be at all what you fancy ;-) From my own experience comments
> from the community help to focus on the possible weak points of an
> image, but in the end, it is always your own image and your final decisions.
>
> Thomas

I have made a slightly different version of the picture, and the contrast is
better, the twisted form is mad buy cylindricals blob.


Post a reply to this message


Attachments:
Download 'game_media2_1.jpg' (178 KB)

Preview of image 'game_media2_1.jpg'
game_media2_1.jpg


 

Goto Latest 10 Messages Next 1 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.