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From: Lars C  Hassing
Subject: Lightsetting for Lego Ferrari
Date: 30 Aug 2002 21:20:03
Message: <web.3d7018cb838e641f74c8561c0@news.povray.org>
Hello,
in my spare time I am part of an international community called LDraw.
We enjoy making computer images of Lego models.
http://www.ldraw.org
It was started by an Australian who wished to share his Lego creations
with friends by e-mail. He developed a data-format, a description of
Lego bricks using primitives (studs, boxes, cylinders, discs and
of course triangles) and made a Pascal program for building and
viewing models.
I discovered the community in 1997, was very enthusiastic because
I have always had an interest in both Lego and computer graphics.
I had tried POV a little, mostly with small geometric scenes to enjoy
the amazingly realistic and accurate renderings.
So I made a small converter program from the LDraw data format to POV,
and could offer the community photorealistic images of their models.
I have always been most keen on the technical aspect (I'm a programmer),
so I experimented a while to find some suitable POV settings for colors
and lights and settled for those.
http://home16.inet.tele.dk/hassing/l3p.html

But the other day I got intrigued by this image:
http://www.nikclark.com/BRAZIL/2002/lego1.jpg
It is made by a "Brazil renderer" in 3ds max.
I find it VERY realistic!
It has focal blurring and the lightsetting is phenomenal.
Perhaps radiosity is used?

And then I thought - it must be possible to do that in POV too!
Having seen so many fantastic POV renderings while surfing.
But how ?
I hope you can give me some good advice on how to obtain
a look similar to the Brazil rendering.
Most important, I think, the lightsetting, but perhaps also the blurring.
If you have the time and if you like,
please have a go with my POV scene of the Ferrari:
http://home16.inet.tele.dk/hassing/ks2556.zip

Best regards from Denmark
Lars C. Hassing
http://home16.inet.tele.dk/hassing/index.html


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From: hughes b
Subject: Re: Lightsetting for Lego Ferrari
Date: 31 Aug 2002 02:55:46
Message: <3d706872@news.povray.org>
"Lars C. Hassing" <lar### [at] ofirdk> wrote in message
news:web.3d7018cb838e641f74c8561c0@news.povray.org...
> in my spare time I am part of an international community called LDraw.
> We enjoy making computer images of Lego models.
> http://www.ldraw.org

Remarkable. You have a fine thing going there, a great combination of fun
and work.

I tried your pov file and got it looking a little Brazilesque I think.
Trouble is, I encountered a problem with focal blur. If I use focal_point
nothing happened, but if I left it out entirely not just say <0,0,0> it
blurred seemingly uniformly. Looks like only exagerated AA applied.
Couldn't figure out what I needed to do to get it working right, thought
maybe it was due to the sky -y or the location being vaxis_rotate. Must be
something I'm not doing right but I tried several different focal_points,
the demo scene focalblur.pov is okay.

Here's the rendering I did of it anyway, hopefully I can get it fixed up
better. Again, I really like what you have done at your descriptive web
page. http://webpages.charter.net/omniverse/various/legocarbrazil.jpg

Bob Hughes


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From: hughes b
Subject: Re: Lightsetting for Lego Ferrari
Date: 31 Aug 2002 03:00:31
Message: <3d70698f@news.povray.org>
Oh heck. I was so confounded by the mixed up focal blur that I forgot to say
what the setup was. So here is the changed parts:

// near beginning

#ifndef (Color4)
#declare Color4 = #if (version >= 3.1) material { #end texture {
 pigment { rgb <0.968627,0.160784,0.054902>*<0.9,1.5,5.0> }
 finish { ambient AMB diffuse DIF-0.05 }
 #if (QUAL > 1)
  finish { phong 0.5 phong_size 40 reflection 0.08 }
  #if (BUMPS) normal { BUMPNORMAL } #end
 #end
} #if (version >= 3.1) } #end
#end

// near end

// Floor:
object {
 plane { y, 19 hollow }
 texture {
  pigment { color rgb <0.8,0.8,0.8> }
  finish { ambient 0.14 diffuse 0.84 }
 }
}

global_settings {
        radiosity {
                error_bound 1
                recursion_limit 1
                gray_threshold 0.2
                brightness 1.7
        }
}

// Background:
//background { color rgb <1,1,1>*<0.933,0.967,0.99>}
sphere {-12000*y,12345 pigment {rgb <0.9,0.95,0.99>} finish {ambient 1
diffuse 0}}

// Camera (Latitude,Longitude,Radius = 11,52,-5)
 #declare PCT = 5; // Percentage further away
 #declare STEREO = 0; // Normal view
 //#declare STEREO =  degrees(atan2(1,12))/2; // Left view
 //#declare STEREO = -degrees(atan2(1,12))/2; // Right view
camera {
 location
<835.966,-194.592,-576.74>//vaxis_rotate(<835.966,-194.592,-576.74> +
PCT/100.0*<803.903,-198.3,-628.078>,
                      // <-159414,-1.04074e+006,124548>,STEREO)
 sky      -y
 right    -4/3*x
 look_at  <32.0636,3.70819,51.3373> // calculated
 angle    45
 //orthographic
 //rotate   <0,1e-5,0> // Prevent gap between adjecent quads
blur_samples 70
aperture .025
//focal_point <0,0,-9>
confidence 0.9999
variance 0
}
/*
// Lights:
light_source {
 <-28.8756,-815.605,-734.869>  // Latitude,Longitude,Radius: 45,0,1039.26
 color rgb <1,1,1>
 area_light <99,0,0>,<0,0,99>,6,6 adaptive 1 jitter circular orient
 fade_distance 500 fade_power 1
}
light_source {
 <750.57,-600.367,450.013>  // Latitude,Longitude,Radius: 30,120,1039.26
 color rgb <1,1,1>
 area_light <0,99,0>,<0,0,99>,6,6 adaptive 1 jitter circular orient
 fade_distance 500 fade_power 1
}
light_source {
 <-478.889,-980.763,259.815>  // Latitude,Longitude,Radius: 60,-120,1039.26
 color rgb <1,1,1>
 area_light <99,0,0>,<0,0,99>,6,6 adaptive 1 jitter circular orient
 fade_distance 667 fade_power 1
}
*/


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From: hughes b
Subject: aaarrg! one more thing...
Date: 31 Aug 2002 03:25:53
Message: <3d706f81$1@news.povray.org>
Please add to that:

#declare AMB = 0.15;
#declare DIF = 0.45;


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From: JRG
Subject: Re: Lightsetting for Lego Ferrari
Date: 31 Aug 2002 21:14:15
Message: <3d7169e7@news.povray.org>
I don't have the time to render a focal blurred version right now. Anyway that looks
like post processed FB.
I didn't spend much time in tweaking, actually there was nothing to tweak: I changed
the colors with those ones that I usually use and was satisfied with them.
Sure it could use some work on the colors or finishes choice, but you got the idea:
http://digilander.libero.it/jrgpov/images/ks2556_no_blur.PNG.
Sure, focal blur would add so much to the realism but it's a start, and it's too late
(3:10 am ;-).
BTW, very nice model!

--
Jonathan.


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From: JRG
Subject: Re: Lightsetting for Lego Ferrari
Date: 31 Aug 2002 21:23:45
Message: <3d716c21$1@news.povray.org>
//So here we go:

#declare AMB = 0;
#declare DIF = 1;
global_settings {
  assumed_gamma 1
  ambient_light 0
  max_trace_level 25
  adc_bailout 1/150
  radiosity {
    pretrace_start 0.08
    pretrace_end 0.01
    count 300
    error_bound 0.1
    recursion_limit 1
  }

}

sky_sphere {
  pigment {
    gradient -y //weird sky vector...
    color_map {
      [0.5 rgb 1.25]
      [1 rgb <.5,.7,1>*1.1]
    }
  }
}


#declare fin =
finish {
  ambient 0
  diffuse 1
  reflection {0.025,.7 falloff 4}
  brilliance 1.2
}


#declare Color7  =
material {
  texture {
    pigment {rgb 0.5}
    finish {fin}
  }
}
#declare Color4  =
material {
  texture {
    pigment {rgb .5*x}
    finish {fin}
  }
}
#declare Color0  =
material {
  texture {
    pigment {rgb 0.01}
    finish {fin}
  }
}
#declare Color15  =
material {
  texture {
    pigment {rgb .8}
    finish {fin}
  }
}
#declare Color14  =
material {
  texture {
    pigment {rgb <.8,.81,0>}
    finish {fin}
  }
}
#declare Color47  =
material {
  texture {
    pigment {rgb 0.7}
    finish {fin}
  }
}

#declare Color1  = // I couldn't find this one...
material {
  texture {
    pigment {rgb 0.8}
    finish {fin}
  }
}

//Get rid of your lights. We don't need them.
// Change your floor with this one:

object {
 plane { y, 19 hollow }
 texture {
  pigment { color rgb 1 }
  finish { ambient 0 diffuse 1 }
 }
}
//-----finally if you want to test FB:

camera {
 #declare PCT = 5; // Percentage further away
 #declare STEREO = 0; // Normal view
 //#declare STEREO =  degrees(atan2(1,12))/2; // Left view
 //#declare STEREO = -degrees(atan2(1,12))/2; // Right view
 location vaxis_rotate(<835.966,-194.592,-576.74> +
PCT/100.0*<803.903,-198.3,-628.078>,
                       <-159414,-1.04074e+006,124548>,STEREO)
 sky      -y
 right    -4/3*x
 look_at  <32.0636,3.70819,51.3373> // calculated
 angle    45
 rotate   <0,1e-5,0> // Prevent gap between adjecent quads
 //orthographic
 focal_point <150,-50,-150>
 aperture 25
 blur_samples 70 //good luck
 variance 1/1000 //even better: 0.0
}

//hmm did I miss anything?


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From: JRG
Subject: Re: Lightsetting for Lego Ferrari
Date: 1 Sep 2002 07:58:54
Message: <3d7200fe@news.povray.org>
Focal blurred version: http://digilander.libero.it/jrgpov/images/ks2556_yes_blur.PNG

--
Jonathan.


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From: Kari Kivisalo
Subject: Re: Lightsetting for Lego Ferrari
Date: 1 Sep 2002 15:27:01
Message: <3D726A38.C4A73E8A@luxlab.com>
A variation of the overused light dome/light tent setup.
http://luxlab.com/tmp/lego.jpg


_____________
Kari Kivisalo


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From: JRG
Subject: Re: Lightsetting for Lego Ferrari
Date: 1 Sep 2002 17:33:11
Message: <3d728797$1@news.povray.org>
"Kari Kivisalo" wrote:
>
> A variation of the overused light dome/light tent setup.
> http://luxlab.com/tmp/lego.jpg

Very nice variation on the theme!
Again you have proved that POV-Ray has nothing to envy to Brazil, when it comes to
quality.

--
Jonathan.


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From: Lars C  Hassing
Subject: Re: Lightsetting for Lego Ferrari
Date: 2 Sep 2002 18:56:55
Message: <3d73ecb7@news.povray.org>
"hughes b" <omn### [at] charternet> wrote...
> "Lars C. Hassing" <lar### [at] ofirdk> wrote in message
> news:web.3d7018cb838e641f74c8561c0@news.povray.org...
> > in my spare time I am part of an international community called LDraw.
> > We enjoy making computer images of Lego models.
> > http://www.ldraw.org
>
> Remarkable. You have a fine thing going there, a great combination of fun
> and work.
>
> I tried your pov file and got it looking a little Brazilesque I think.
> Trouble is, I encountered a problem with focal blur. If I use focal_point
> nothing happened, but if I left it out entirely not just say <0,0,0> it
> blurred seemingly uniformly. Looks like only exagerated AA applied.
> Couldn't figure out what I needed to do to get it working right, thought
> maybe it was due to the sky -y or the location being vaxis_rotate. Must be
> something I'm not doing right but I tried several different focal_points,
> the demo scene focalblur.pov is okay.
>
> Here's the rendering I did of it anyway, hopefully I can get it fixed up
> better. Again, I really like what you have done at your descriptive web
> page. http://webpages.charter.net/omniverse/various/legocarbrazil.jpg
>
> Bob Hughes

Hi Bob,
thank you very much for taking the time to experiment with the Ferrari.
I think you got it very Brazilesque.
For convenience I use the LDraw coordinate system in POV too,
so "sky -y" may look strange. See the coordinate system here:
http://home16.inet.tele.dk/hassing/l3p_i/L3GLOBE2.jpg
http://home16.inet.tele.dk/hassing/l3p.html#l3globe
In the CAD program I can read the coordinate of the right
front wheel to <190, -46,  -170> which can be used as the focal_point.
(though your settings didn't seems to give much blur...)
/Lars
PS. thanks for the nice comments about my LDraw work.


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