POV-Ray : Newsgroups : povray.newusers : Re: Exercise. Who would like to comment? Server Time
14 Nov 2024 04:31:35 EST (-0500)
  Re: Exercise. Who would like to comment? (Message 1 to 3 of 3)  
From: Jim Kress
Subject: Re: Exercise. Who would like to comment?
Date: 25 Apr 1999 20:41:42
Message: <3723a836.0@news.povray.org>
The link to the rendered image is broken.

The desk4.pov file does not contain the jona9.gif for the image map.

You'll need to fix these problems before anyone can comment.

Also, you might want to post your rendered image in the
povray.binaries.images group to get comments.

--
Jim

Check out my web site http://www.kressworks.com/
It'll blow your mind (politically), stimulate your senses (artistically)
and provide scientific insights beyond compare!


Post a reply to this message

From: Ken
Subject: Re: Exercise. Who would like to comment?
Date: 25 Apr 1999 21:08:43
Message: <3723AE09.BC1DCBCA@pacbell.net>
Tiina Komi wrote:

> - Why is a piece of paper with White color blue? It has to do with the
> background radiation, but how to correct it.

  It was picking up reflected light from all of the highly diffused
finishes you have in the scene. You are also using a background
color of blue which does not help.
 
> - Behind the picture there is a darkblue and a white area, though it
> shouldn't be there.
> How to change that?

  Again it was probably related to the type of finishes you are
using and the color of the wall that you had specified. In most
of the finish statements the diffuse values that used are in
most cases too high. In some cases you had no finish for the
object at all. If you do no specify a finish Pov will
automaticaly give the object a default finish. The default
finish it ambient 0.2 and diffuse 0,7 which are in my opinion
too high for most scenes.
 
> - the cylindric light gives too sharp shadows. what would be the easiest
> way to make the
> shadows smooth (adaptive ?)

  The sharpness of the light is again tied to how the finish of an
object reacts to it. The higher the diffused values used the sharper
the shadows will be. I think you will like the changes I have made
to you desk top finishes and that it is closer to what you are
looking for. If you really want softer shadows adaptive might help
but an area light is ideal for making softer shadows. Also you could
try to use the fade distance and fade power light modifiers to control
the way the light fades from the source of the light. If it is
fading rapidly there is no way for it to cast a sharp shadow.
 
> - the spot light is directed at the picture. Are the coordinates right?

  They were wrong. You had the light source behind the picture to the
left and the had it pointed wrong. See the corrected position. I left
the spot small so you can see it more clearly.
 
> - I looked for a texture like Melamine gives, but I couldn't find it.
> What is the closest?
> Now I used white wood.

 I don't know what Melamine looks like. I did not like the white wood
and I was having problems adjusting the other objects in the scene so
I changed it to T_Wood16. You of course can change it back to whatever
you want.
 

> - Perhaps you have any other suggestions....

Like Jim said your image is not posted so I had to change some things
to make it work on my system. I rearranged the image map position in
the picture object statement. The way you were using it makes it
difficult to control the size and location of the image on the object.
Try to learn to always apply the image to something that is 1 pov unit
and then scale the whole thing together. You will see bt my example
that I removed a lot of your code and it is now easy to get into
position. I of course had to use my own image because you did not
provide one. That is ok and yours shuold work fine with the numbers
I left in th efile for you. You will have to put your image name back
into the image map statement for it to work correctly.

 I tried to leave your original values in place and added my in
seperatly so you see what I changed.  I mayt have missed a few
so don't thros away your copy until you are happy with this one.
If you don't like what I did you can always go back to the way
it was before.

  I want to see your finished version in the images group when you
are done working on it.

Regrds,

-- 
Ken Tyler

mailto://tylereng@pacbell.net


Post a reply to this message


Attachments:
Download 'desk4.pov.txt' (8 KB)

From: Bob Hughes
Subject: Re: Exercise. Who would like to comment?
Date: 26 Apr 1999 06:42:40
Message: <372434D6.6BBD8898@aol.com>
If you mean the programs defaults, that should be ambient 0.1 and
diffuse 0.6


Ken wrote:
> 
 The default
> finish is ambient 0.2 and diffuse 0.7 which are in my opinion
> too high for most scenes.
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net
> 
>   ------------------------------------------------------------------------
> // Persistence Of Vision raytracer version 3.0 sample file.
> // File by Tom Price, modified by Dan Farmer
> // modified by Tiina Komi, April 1999
> 
> #version 3.0
> global_settings { assumed_gamma 2.2 }
> 
> #include "shapes.inc"
> #include "colors.inc"
> #include "textures.inc"
> #include "woods.inc"
> #include "glass.inc"
> #include "metals.inc"
> 
> #declare This_Brass = texture { T_Brass_4B }
> 
> background {  LightBlue }
> 
> #declare Back_Wall =
> plane { z, 200.0
>    finish {
>       crand   .05  //  0.05
>       ambient .35  //  0.3
>       diffuse .30  //  0.7
>    }
>    pigment { rgb<1, 1, 1>} // LightBlue }
> }
> 
> #declare Ceiling =
> plane { y,  500.0
>    finish {
>       ambient 0.35  // .30
>       diffuse 0.56  // .70
>    }
>    pigment { White }
> inverse
> }
> 
> #declare Desk_Top =
> box { <-125, -2, -100> <125, 2, 100>
>    translate -20.0*y                     // top surface at -18*y
>    texture {
>        T_Wood16
>       //pigment { White_Wood }
>                 finish {ambient 0.25 diffuse .43 reflection 0.12 }
>                  // finish { reflection 0.2 }
>           //  rotate y*90
>     //  translate z*30
>       rotate 0*x // z*5
>     scale<8,8,15>*4   //scale 5
>    }
> }
> 
> #declare Blotter =
> union {
>    triangle {
>       <0.0, 0.0, 0.0>
>       <8.5, 0.0, 0.0>
>       <0.0, 0.0, -11.0>
>    }
>    triangle {
>       <0.0, 0.0, -11.0>
>       <8.5, 0.0, -11.0>
>       <8.5, 0.0, 0.0>
>    }
> 
>    scale <4.0, 1.0, 4.0>
>    rotate -30.0*y
>    translate <-20.0, -17.9999, -40.0>
> 
>    finish {
>       crand 0.04
>       ambient 0.15
>       diffuse 0.5
>    }
>    pigment { colour < 1, 1, 1 > }
> }
> 
> /*The Picture itself*/
> #declare Picture =
> union {
>       box { -1, 1
>       pigment {  image_map { gif "f:\3d\win.gif" interpolate 2.0 }// once
interpolate 2.0 }
>         translate <-0.5,-0.5,-0.5>
>          scale <2.0 , 1.5, 1>}
> 
>   //    scale <40.0, 30.0, 1.0> scale <1.5, 1.5, 1.0> }
> 
>       translate <1.0, 1.0, 1.0>
>       scale <20.0, 15.0, 1.0>
> 
>       finish {
>          ambient 0.05
>          diffuse 0.9
>       }
>      }
> //      pigment { yellow }
> 
>    /* The picture frame */
>    union {
>       cylinder {-y,31*y,1 translate 41*x }
>       cylinder {-y,31*y,1 translate -1*x }
>       cylinder {-x,41*x,1 translate 31*y }
>       cylinder {-x,41*x,1 translate -1*y }
>       sphere { <-1.0, -1.0, 0.0>, 1.0 }
>       sphere { <-1.0, 31.0, 0.0>, 1.0 }
>       sphere { <41.0, -1.0, 0.0>, 1.0 }
>       sphere { <41.0, 31.0, 0.0>, 1.0 }
>       texture { This_Brass }
>    }
> 
>    scale 1.5
>    rotate <10.0, -35.0, 0.0>
>    translate <-65.0, -15.0, -25.0>
> }
> 
> #declare Lamp =
> union {
>    object {
>       cylinder { -y*18, y*40, 3 }
>       texture { This_Brass }
>    }
>    cylinder { -y*2, y*2, 25
> //    intersection {
> //       object { Cylinder_Y scale <25.0, 1.0, 25.0> }
> //       plane { y, 2.0 }
> //       plane { y, -2.0 inverse }
> 
>       translate <0.0, -16.0, -5.0>
>       texture { This_Brass
>          normal { bumps 0.1 }
>       }
>    }
> 
>    intersection {
>       object { Cylinder_X scale <1.0, 10.0, 10.0> }
>       object { Cylinder_X scale <1.0, 9.95, 9.95> inverse }
>       plane { y, 0.0 inverse }
>       plane { x, -30.0 inverse }
>       plane { x, 30.0 }
> 
>       translate <0.0, 35.0, -13.0>
> 
>       finish {
>          Shiny
>          crand 0.05
>          ambient 0.5
>          diffuse 0.5
>          reflection 0.3
>          brilliance 4.0
>       }
>       pigment { color rgbft <1.0, 0, 0, 0.2, 0.4> }
>    }
> 
>    union {
>       intersection {
>          sphere { <-30.0, 35.0, -13.0>, 10.0 }
>          sphere { <-30.0, 35.0, -13.0>, 9.95 inverse }
>          plane { y, 35.0 inverse }
>          plane { x, -30.0 }
>       }
>       intersection {
>          plane { y, 35.0 inverse }
>          plane { x, 30.0 inverse }
>          sphere { <30.0, 35.0, -13.0>, 10.0 }
>          sphere { <30.0, 35.0, -13.0>, 9.95 inverse }
>       }
>       texture { This_Brass }
>    }
> 
>    rotate 35*y
>    translate <50.0, 0.0, 30.0>
> }
> 
> /*The fluorescent tube inside the lamp*/
> #declare Lamp_Light_Source =
> light_source { <0, 0, 0> color White
> 
>     looks_like {
>        cylinder { -x*25, x*25, 2
>           pigment { White filter 0 }
>           finish { ambient 1 diffuse 0 }
>       }
>    }
> 
>    translate <0.0, 43.0, -10.0>
>    rotate 35*y
>    translate <50.0, 0.0, 30.0>
> }
> 
> // Pen  by Francisco Munoz
> #declare My_Black_Texture = texture {  // A very simple texture
> 
>      pigment {color rgb <0,0,0>}
>     finish {
>         phong 0.8
>     }
> }
> 
> #declare Pen = union {
>     cylinder {<0,0,0>,<0,1.4,0>,.35 texture {Gold_Texture}}
>     cylinder {<0,1.3,0>,<0,7.6,0>,.4 texture {My_Black_Texture}}
>     cylinder {<0,7.59,0>,<0,7.54,0>,.401 texture {Gold_Texture}}
>     cone {<0,7.55,0>,.35,<0,9.9,0>,.3 texture {Gold_Texture}}
>     cone {<0,9.89,0>,.25,<0,9.91,0>,.23 texture {My_Black_Texture}}
>     cone {<0,9.89,0>,.24,<0,10.2,0>,.25 texture {My_Black_Texture}}
>     cone {<0,10.2,0>,.25,<0,10.3,0>,.23 texture {My_Black_Texture}}
>     cylinder {<0,10.3,0>,<0,10.35,0>,.18 texture {My_Black_Texture}}
>     difference {cylinder {<0,10.35,0>,<0,11.05,0>,.22 }
>         cylinder {<0,0,-1>,<0,0,1>,.22 scale <1.6,.75/.22,1> translate
<0.18,11.16,0> }
>         plane {<0,.23,.9>,0 inverse translate <0,10.3,.21> }
>         plane {<0,.23,.9>,0 inverse translate <0,10.3,.21> rotate y*180 }
>         texture {My_Black_Texture}
>     }
>    difference {
>         cylinder {<0,10.3,0>,<0,11.2,0>,.23 }
>         cylinder {<0,10.3,0>,<0,11.3,0>,.2275 }
>         plane {<0,.23,.9>,0 inverse translate <0,10.3,.23>  }
>         plane {<0,.23,.9>,0 inverse translate <0,10.3,.23> rotate y*180 }
>         plane {-x ,0 }
>         box {<-.24,10.25,-.0015>,<-.22,11.3,.0015> pigment {NavyBlue}}
>         texture {Gold_Texture}
>     }
>    difference {
>         sphere {<-.23,11.20,0>.02 }
>         box {<-.25,11.0,-.0015>,<-.20,11.4,.0015> pigment {NavyBlue}}
>         texture {Gold_Texture}
>     }
> }
> 
> #declare PenCap= union {
>     difference {
>         union {
>               cylinder {<0,0,0>,<0,5,0>,.4}
>               cylinder {<0,-0.001,0>,<0,0.05,0>,.401 texture {Gold_Texture}}
>               }
>         cylinder {<0,-.1,0>,<0,5.3,0>,.35}
>         texture {My_Black_Texture}
>     }
>     cone {<0,5,0>,.4, <0,5.1,0>,.3 texture {My_Black_Texture}}
>     box {<-.3,4.7,-.25>,<-.5,4.75,.25> texture {Gold_Texture}}
>     intersection {
>         box {<-1,4.55,-.25>,<-.5,4.75,.25>}
>         difference {
>             cylinder {<-.5,4.55,-.25>,<-.5,4.55,.25>,.2}
>             cylinder {<-.5,4.55,-.26>,<-.5,4.55,.26>,.15}
>         }
>         texture {Gold_Texture}
>     }
>     box {<-.7,4.55,-.25>,<-.65,0.6,.25> texture {Gold_Texture}}
>     sphere {<0,0,0>,.26 scale <.8,1,1> translate <-.675,0.6,0> texture
{Gold_Texture}}
> }
> 
> // uncomment the section below to render a view of the pen & pencap
> 
> object {Pen rotate z*90 scale < 2.5,2.5,2.5 > translate <18, -17.99, -43 >   }
> object {PenCap rotate < 0, -45, 90 > scale < 2.5,2.5,2.5 > translate <-3, -17.99,
-65> }
> //object {Pen rotate -y*150 translate <-5,0,0>}
> //object {PenCap rotate -y*150 translate <-5,7.6,0>}
> 
> light_source {
>     < 40, 60, -45> // <-40, 40, -25>
>     color White
>     spotlight
>     radius    80  // 18
>     falloff   10  // 40
>     tightness 24  // 10
>     point_at <-45, 10,-5 >
>   }
> /*
> #declare Vaasi = object {
> #include "skyvase.inc"
> rotate < 0, 0, 0 >
> scale < 0.71, 0.71, 0.71 >
> translate < 65, -8.98, -30 >
> }
> */
> 
> camera {
>    location <0.0, 40.0, -150.0>
>    up <0.0, 1.0, 0.0>
>    right <4/3, 0.0, 0.0>
>    look_at <0.0, 0.0, 0.0>
> }
> 
>  // light_source { <20.0, 100.0, -200.0> colour White }
> 
> object { Back_Wall }
> object { Ceiling }
> object { Desk_Top }
> object { Blotter }
> object { Lamp }
> object { Lamp_Light_Source }
> object { Picture }
> //object { Vaasi }

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


Post a reply to this message

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