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"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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"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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"JRG" <jrg### [at] hotmailcom> wrote...
> 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!
Hi Jonathan,
you really shouldn't have stayed up all night, but the result is amazing!
And even the blurred rendering from the next day looks very crisp.
Remarkable close to the original Brazil rendering.
The floor under the car seems a bit blue-ish, why not gray-ish?
You have used "reflection {0.025,.7 falloff 4}" which is PovRay 3.5
Can it be done in 3.1 ?
(or is the general opinion that 3.1 is something that you don't consider anymore?
I'm asking because we sometimes use some POV 3.0 include files
that include colors.inc, and this gives problems like described in
http://news.povray.org/povray.general/25705/
which didn't get any replies..)
/Lars
PS. I'm afraid I can't take credit for the model, it was made by Lego:
http://guide.lugnet.com/set/2556
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"Kari Kivisalo" <pro### [at] luxlabcom> wrote...
> A variation of the overused light dome/light tent setup.
> http://luxlab.com/tmp/lego.jpg
Thanks Kari,
what a wonderful rendering, so real that you just wanna grab the car and play with it!
Jonathan is right, POV-Ray has nothing to envy to Brazil, when it comes to quality.
Thanks guys, I *knew* it could be done with POV-Ray.
But please shed some light on me too - how did you do it ?
"overused light dome/light tent setup" - is that a very-often-used-setup,
that I should know about?
What were the exact settings ?
Have you also used radiosity?
Is radiosity the best (or a necessity) for photo-like images?
/Lars
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"Lars C. Hassing" <lch### [at] ccieuropecom> wrote in message
news:3d73ecb7@news.povray.org...
> "hughes b" <omn### [at] charternet> wrote...
>
> 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.
Welcome, thanks, and welcome Lars. I didn't do well with it really. Maybe
considering the short time I had. That radiosity needed improving, and that
focal blur--- I still can't figure out why it doesn't work when focal_point
is added. I've retried it today, a kind of sanity check; if left out, so
default is used, it works but is set to <0,0,0> of course. And I'm not even
sure that's someplace at or away from the car, every time I rendered it the
blurring only had uniformity instead of depth. Since any other scene file I
try is okay this makes me think it has to be your scene file causing it
somehow.
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"JRG" <jrg### [at] hotmailcom> wrote in news: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 ;-).
That is a very nice picture!!! Looks very cool. Just two tiny comments,
personally I have the feeling that the Lego red is slighty different, a bit
more red I think. And the wheels aren't shiny in real life. Some more
picures of the model can be found here:
http://library.brickshelf.com/scans/2000/2556/
Thomas
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"Lars C. Hassing" wrote:
>
> > http://luxlab.com/tmp/lego.jpg
>
> But please shed some light on me too - how did you do it ?
I'll mail you the changed code when I get it cleared.
Here is the short list of steps applied to the code.
1. Monitors distort the light intensities. assumed_gamma
compensates the CRT response. Post-processing would give more
freedom to set the lighting but as it's not available, adjusting
gamma will have to do. I did do moderate post work on the image
to "sell" it better :)
2. Colors used without gamma correction have to be altered
to appear correctly. ambient 0 for all textures except sky.
3. The camera is 35mm with 50mm focal length.
4. The two spot lights are circular area lights. The main light
has a yellow tint which produces white when mixed with the sky
light. It's also close to the model to emphasize the scale. The
back light brings out features on top of the model. Sky dome
emits blue light when radiosity is used and makes the shadows
blue. It's like a miniature outdoors scene set on a table top.
5. The lighting was designed for radiosity but similar results can
be achieved by adding many blue fill lights. I prefer radiosity
as it produces some very nice light interactions within the model.
I left reflections and normals as they were so they may not be
so realistic. The rendering was done in two parts. First without
aa, area light modifiers, and DOF at 37% size to get radiosity data.
The image was thrown away. The radiosity data was reused in the final
render. The idea was to separate the costly area light, DOF and
radiosity sampling to gain speed. I hope it worked.
> "overused light dome/light tent setup"
Well, it may be new to the LEGO crowd but it doesn't look so nice
after the 100th scene. The lighting is pure radiosity as the whole
sky dome emits the light. It's like being in the middle of a snowy
plateau under 100% cloud cover. Photographers use light tent to light
glass objects, for example. Put objects and the camera in the tent,
point lights on the tent from all sides and take the picture.
Dome lighting is faster than the two light setup and the good thing
about it is: one size fits all :)
_____________
Kari Kivisalo
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From: Jaime Vives Piqueres
Subject: Re: Lightsetting for Lego Ferrari
Date: 3 Sep 2002 13:54:38
Message: <3d74f75e@news.povray.org>
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Kari Kivisalo wrote:
> [...] The rendering was done in two parts. First without
> aa, area light modifiers, and DOF at 37% size to get radiosity data.
> The image was thrown away. The radiosity data was reused in the final
> render. The idea was to separate the costly area light, DOF and
> radiosity sampling to gain speed. I hope it worked.
That technique works prety well, even with lower sizes. I'm using it a
lot lately... and plan to use it from now for every complex scene.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Thomas van der Veen wrote:
>"JRG" <jrg### [at] hotmailcom> wrote in news:3d7169e7[at]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 ;-).
>
>
>That is a very nice picture!!! Looks very cool. Just two tiny comments,
>personally I have the feeling that the Lego red is slighty different, a bit
>more red I think. And the wheels aren't shiny in real life. Some more
>picures of the model can be found here:
>
>http://library.brickshelf.com/scans/2000/2556/
Actually I think the tires look pretty shiny in e.g
http://library.brickshelf.com/scans/2000/2556/2556-01.html
http://library.brickshelf.com/scans/2000/2556/2556-24.html
Some car salesmen spray (used) tires to make them look "fresh" and shiny,
perhaps the photograher did too?
In real life they seem more dull and and without reflections.
So, how do you make a good rubber texture/material?
See also
http://library.brickshelf.com/scans/8000/8440/8440-01.html
http://peeron.com/inv/parts/6578
http://library.brickshelf.com/scans/5000/5571/5571-001.html
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=222583
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=222584
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=222563
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=211645
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=235083
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=233440
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=233223
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=225591
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=86593
http://www.brickshelf.com/cgi-bin/gallery.cgi?i=92924
http://guide.lugnet.com/set/?q=2963_1&v=z
/Lars
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"Lars C. Hassing" <lar### [at] ofirdk> wrote in
news:web.3d7735813a1bbc03dc9e694e0@news.povray.org:
> Actually I think the tires look pretty shiny in e.g
> http://library.brickshelf.com/scans/2000/2556/2556-01.html
> http://library.brickshelf.com/scans/2000/2556/2556-24.html
> Some car salesmen spray (used) tires to make them look "fresh" and
> shiny, perhaps the photograher did too?
> In real life they seem more dull and and without reflections.
Hmmmm on the picuteres the tyres are indeed a bit shiny, but still not as
shiny as they are on the render. I have 8448 at home and the tyres on that
are not as shiny as they are on the picture in my imagination (I will have
a look to night) I have a 8466 as well and the tyres on that one are
certainly very dull and not shiny.
> So, how do you make a good rubber texture/material?
Good question.... I think you might want to look at the a file called
finish.inc in pov and there is a predefined setting called "dull", Maybe
that is good starting point. I am be no means an expert on textures, maybe
some of the people here in the news group can help you.
Thomas
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