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6 Oct 2024 04:50:21 EDT (-0400)
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From: Alain
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 11 Oct 2014 16:30:11
Message: <54399353$1@news.povray.org>

> clipka <ano### [at] anonymousorg> wrote:
>
>> Function image, maybe? (You can generate an internal greyscale image
>> from a function, and use that as input for a height field.)
>
> http://www.povray.org/documentation/view/3.6.0/379/
> That was an option I was unaware of.  Too much cool stuff to play with!  :)
>
>> Isosurface?
> That could totally be a very cool option considering what I've seen people do
> with isosurfaces.  Especially since it's a small scene element and so might not
> be a huge bottleneck.
>
>> Parametric?
>> Lathe?
>
> Both good suggestions I'll have to explore.
>
> With regard to the complex topology of some of the furniture, I'm wondering if
> something like a sphere sweep would get me the bulk of what I was aiming for
> quickly - especially in the case of the scroll work.  IIRC, there's a "cone
> sweep" - is there a cylinder sweep?  blob sweep?

No and No.

> I suppose those are all just specific instances of "follow this spline and plot
> this object{X} at the current point", so I could try and code that generalized
> case by hand...
>
> Thanks for the suggestions as always.  There are few threads I fail to profit
> from in some way.
>
> {Have a great weekend everyone!}
>
>

The cone sweep is only for prism. It makes the edges converge toward a 
point. Good to create a pyramid.

In a sphere_sweep, each point require a radius. That radius can be 
negative causing a pinch point in the sweep. OTH, each component can 
only be perfectly spherical, NO scalling of any kind and NO other transform.

For a scroll, one option would be to use a sphere_sweep with components 
having a very small radius, then, to apply very uneven scalling. 
Something like using a radius on 0.001 unit and all points in the same 
plane, then scalling by something like <1,1, 300000>.
If you only give 2D coordinates, the Z coordinate should default to zero.


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From: Thomas de Groot
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 12 Oct 2014 03:18:59
Message: <543a2b63$1@news.povray.org>
On 11-10-2014 22:16, Alain wrote:
> A beter way would be to create a hightfield of your medaillon and use
> water_level to cut out the base. That way, the shadows will always be
> correct.

The drawback of this is that the shadows from the light source are 
incorporated into the height_field. The result may not be what you expect.

Thomas


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From: Alain
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 12 Oct 2014 14:16:51
Message: <543ac593$1@news.povray.org>

> On 11-10-2014 22:16, Alain wrote:
>> A beter way would be to create a hightfield of your medaillon and use
>> water_level to cut out the base. That way, the shadows will always be
>> correct.
>
> The drawback of this is that the shadows from the light source are
> incorporated into the height_field. The result may not be what you expect.
>
> Thomas
>
>

I should have precised that the hight_field should be made from another 
source image. That image should not rely on any light source to show the 
relief.


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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 12 Oct 2014 21:15:01
Message: <web.543b266fcbb3d8155e7df57c0@news.povray.org>
OK, after I got that all squared away, I worked out a shape that very closely
approximates the curvature of the actual medallion, and then after some further
frustration in trying to get THAT mapped it looks pretty good.

Left and top is the hemispheroid, and right, center, and bottom are the modeled
medallion shape.


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medallionfunction.png


 

From: Thomas de Groot
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 13 Oct 2014 03:09:10
Message: <543b7a96$1@news.povray.org>
On 13-10-2014 3:10, Bald Eagle wrote:
> OK, after I got that all squared away, I worked out a shape that very closely
> approximates the curvature of the actual medallion, and then after some further
> frustration in trying to get THAT mapped it looks pretty good.
>
> Left and top is the hemispheroid, and right, center, and bottom are the modeled
> medallion shape.
>

Yes, this will certainly do indeed.

Thomas


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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 14 Oct 2014 00:50:00
Message: <web.543caac3cbb3d8155e7df57c0@news.povray.org>
Fireplace Mantel modeled in SDL.
Still needs a bit of touch-up.


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From: Thomas de Groot
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 14 Oct 2014 03:11:36
Message: <543ccca8$1@news.povray.org>
On 14-10-2014 6:46, Bald Eagle wrote:
> Fireplace Mantel modeled in SDL.
> Still needs a bit of touch-up.
>

Nice!

Thomas


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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 14 Oct 2014 18:15:01
Message: <web.543da04dcbb3d8155e7df57c0@news.povray.org>
Is there any explanation for why the emissive media lamp looks lit from this
angle, and not the others?

I'm having trouble also with trying to get the new ceiling fixtures lit.


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From: Thomas de Groot
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 15 Oct 2014 03:22:19
Message: <543e20ab$1@news.povray.org>
On 15-10-2014 0:14, Bald Eagle wrote:
> Is there any explanation for why the emissive media lamp looks lit from this
> angle, and not the others?
>
> I'm having trouble also with trying to get the new ceiling fixtures lit.
>
>
I am not sure if an emissive media is appropriate for that. Why not use 
a pointlight with fade distance, and an opaline glass?

Thomas


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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 15 Oct 2014 09:30:00
Message: <web.543e7675cbb3d8155e7df57c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> I am not sure if an emissive media is appropriate for that. Why not use
> a pointlight with fade distance, and an opaline glass?

Oh, believe me, the first thing I did was add a light source to the center of
the emissive media, and then delete the media and keep the light source...
I'm sure it's some ridiculous error I'm making - I keep hunting it down - I
often spot these things (late) at night and am too stupefied to work them out.

New day, new coffee.   A POVving I will go...


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