POV-Ray : Newsgroups : povray.general : Capriccio Server Time
4 Aug 2024 20:14:49 EDT (-0400)
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From: Christoph Hormann
Subject: Re: Capriccio
Date: 26 Mar 2003 04:54:49
Message: <3E8178E6.AE62563E@gmx.de>
Jaime Vives Piqueres wrote:
> 
> [...]
> 
>   Count me in then... but I think that perhaps all my job will be
> setting up Skylight.inc by Philippe Debar: it can be really great for
> the sun lighting and of course for the sky sphere.

BTW i'm still waiting for an updated version of that file - there seem to
have been quite some problems in the original version posted in p.b.s-f.
and i am somewhat too lazy to understand the things that have been
discussed there... ;-)

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


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From: Gena Obukhov
Subject: Re: Capriccio
Date: 26 Mar 2003 09:58:47
Message: <3E81BE85.A18D3596@mail.com>
> > - all sources and textures will be open
>
> The latter will be difficult with human figures - you probably know Gilles
> and others mostly use non-free data for this purpose.

As one of the workarounds here we could use high res. image maps.
For example place the figure in the scene render it it in high res. and use
it as an image map later on in that scene. The only problem here is
flat shadow from plane with image map.

> > Here are image elements which should be done:
> >
> > - St. Paul cathedral Dome (let me know if you need detailed
> >   drawing)
>
> I think Ib Rasmussen modelled this before:
>
> http://home4.inet.tele.dk/ibras/stpaul.htm

Great! I remembered that somebody did it before but didn't remember
the name.
So, Ib Rasmussen if you are reading this posting and if you want
to join you are welcome. Again if you don't want to share your source
files we could just use high res. image map (though sources would be
more preferable :).

Gena.


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From: Gena
Subject: Re: Capriccio
Date: 26 Mar 2003 13:10:24
Message: <3E81ED0B.8AEE32D1@mail.com>
>   Nice idea, Genna! Too bad I'm really busy these days... but I will
> try to help a bit anyhow. I agree that this image should not be entered
> on the IRTC, but use IRTC topic and deadline.

Feel free to join the process at any stage.

Gena.


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From: Ib Rasmussen
Subject: Re: Capriccio
Date: 26 Mar 2003 14:34:16
Message: <3E820122.1030603@ibras.dk>
Gena Obukhov wrote:

> So, Ib Rasmussen if you are reading this posting and if you want
> to join you are welcome. Again if you don't want to share your source
> files we could just use high res. image map (though sources would be
> more preferable :).


I'm reading, and you can have the source. I have published it once upon 
a time, in one of the object collections, but that probably doesn't 
exist any more.

I shall post it in p.b.scene-files once I locate it on my hard disk.

/Ib


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From: Jim Charter
Subject: Re: Capriccio
Date: 26 Mar 2003 19:14:13
Message: <3e824255@news.povray.org>
> 
> The latter will be difficult with human figures - you probably know Gilles
> and others mostly use non-free data for this purpose.
> 
>
With the advent of powerful freeware mesh modellers, such as Wings 3D, 
originally modelled figures could be possible I think


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From: Matti Karnaattu
Subject: Re: Capriccio
Date: 26 Mar 2003 20:55:05
Message: <web.3e8257439c05b861bef0bd7d0@news.povray.org>
>I think that at this tough times it would be a good
>idea to unite POV-Ray users from different countries
>in one project.

Great idea!

I'm specialized for physically accurate modelling. Materials, lightning,
some mathematics, coding and other stuff. I can made physically accurate
water and other materials in scene.

Here is code for sky sphere and sunlight. I adjust sunlight little cooler
(-> yellow) from 6504K white point.

---

#declare SunLightSize = 5;                // Angle
#declare SunLightShadowMinimumDetail = 0; // 0 - 9
#declare SunLightShadowMaximumDetail = 0; // 0 - 9


// Sky
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb 0]
      [0.5 rgb 0]
      [0.5 rgb <176, 226, 255> / 255]
      [1.0 rgb < 96, 123, 139> / 255]
    }
    scale <1,2,1>
    translate <0, 1, 0>
  }
}


// Sun
light_source {
  <0, 100000, 0>, rgb <1.14014, 0.97155, 0.86895>

  #if (SunLightShadowMaximumDetail)
    #if (SunLightShadowMaximumDetail = 1)
      #local SunLightArea = tan(radians(SunLightSize / 2)) * pi * 50000;
    #else
      #local SunLightArea = tan(radians(SunLightSize / 2)) * 200000;
    #end

    area_light <SunLightArea, 0, 0> , <0, 0, SunLightArea>,
      SunAreaLightSize, SunAreaLightSize

    adaptive SunLightShadowMinimumDetail - 1

    #if (SunLightShadowMaximumDetail > 1)
      circular
    #end
  #end

  media_attenuation on

  photons {
    refraction on
    reflection on
    area_light
  }
  rotate <20, 0, 0> // Zenith
  rotate <0, 60, 0> // Azimuth
}

---

And here is water. Absorbtion works one unit = 1m -scale. Highlight is
dependant on lightning so it probably need adjustment. This is pure water
so we probably have to add some dirt. We also have to add surface normal or
make isosurface to make ripples. These adjustments is difficult to make
until we have some objects in scene.

---

#declare WaterMaterial = material {
  texture {
    pigment { rgbf 1 quick_color rgb <0, 0.87058, 1> }
    finish {
      ambient 1/8
      diffuse 7/8
      specular 1
      roughness 0.0005
      //reflection 0.18813
      reflection { fresnel }
    }
  }
  interior {
    ior 1.33
    //caustics 1
    dispersion 1.007
    //dispersion_samples 7 * 255

    media {
      method 3
      intervals 1
      samples 1,1
      variance 1 / 255
      absorption rgb <0.11064, 0.01432, 0>
    }
  }
}

---

Matti


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From: Gena Obukhov
Subject: Re: Capriccio
Date: 27 Mar 2003 02:30:27
Message: <3E82A6F0.B67CFC43@mail.com>
> I'm specialized for physically accurate modelling. Materials, lightning,
> some mathematics, coding and other stuff. I can made physically accurate
> water and other materials in scene.
>

Thanks for joining!
I posted the initial scene in p.b.s.-f. and image in p.b.i.
So you can take the source add your stuff and show us
the result in p.b.i. group.

Gena.


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From: Tom Galvin
Subject: Re: Capriccio
Date: 27 Mar 2003 09:36:24
Message: <Xns934B619AA6C13tomatimporg@204.213.191.226>
ABX <abx### [at] abxartpl> wrote in
news:48t28vojogk32cg13blir87rhuk9bunik2@4ax.com: 

> On Wed, 26 Mar 2003 10:26:01 +0100, Christoph Hormann
> <chr### [at] gmxde> wrote:
> 
>> I like the idea of an 'open' cooperation project where the
>> development of the scene will be visible to everyone.  
> 
> www.imp.org , though "everyone" means member with password in this
> case 
> 
> ABX
> 


The project just completed a vote to convert to public domain.  I hope to 
have the conversion of the site done this month.  You will only need a 
login to upload, just like sourceforge.


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From: Txemi Jendrix
Subject: RE: Capriccio
Date: 27 Mar 2003 21:37:54
Message: <3e83b582$1@news.povray.org>

3E814BA5.6C535F62@mail.com...
> See the initial post in irtc.stills
>
> I think that at this tough times it would be a good
> idea to unite POV-Ray users from different countries
> in one project.

Nice idea.
You can count on me. I'll see what I can do...

> The reference image for this project is a painting
> by english painter William Marlow called 'Capriccio:
> St.Paul's and a Venetian Canal':
>
> http://www.tate.org.uk/servlet/AWork?id=9296

Could you (or anybody) e-mail me a high res version
of the boats section?. The image is too little to get
the details.

See you.

Txemi Jendrix
http://www.txemijendrix.com


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From: ABX
Subject: Re: Capriccio
Date: 31 Mar 2003 05:09:50
Message: <4p4g8vc56mqf6dc5ttd6onfpfe7hbvlu41@4ax.com>
On Tue, 25 Mar 2003 22:41:41 -0800, Gena Obukhov <obu### [at] mailcom> wrote:
> The reference image for this project is a painting
> by english painter William Marlow called 'Capriccio:
> St.Paul's and a Venetian Canal':

Recreation of still is somehow easy IMO, but of course I'm not able to do it
myself :-) . I think it would be more interesting if the result could be
animated or has camera fly. Of course it can be separated round as well. 

ABX


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