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Hi,
I admire a lot the work of Diana Lange.
She uses Cinema4D to render DXF models built with the Processing software.
I'd like how the same could be achieved using Pov Ray.
Here is a sketch of what I'm trying to get:
http://24.media.tumblr.com/tumblr_m09z83dVUZ1qzngato1_500.jpg
What I notice on her rendering is:
- this kind of shadow on the ground, very diffuse
- this very subtile blue light
- this "cream aspect"
As I'm a beginner, I wonder how, which elements to use in my .pov script to get
similar results
Thanks in advance for any help,
Mathieu
--
I already have a scene that renders a landscape but it's not alike. Here is the
script:
# include "colors.inc"
# include "textures.inc"
background {White}
light_source { < 667167, 60000, 4040564 > color White }
camera {
look_at <667101.25310945, 600, 4042753.78420398 > //easting, elev, northing
location < 666850, 1000, 4060343 > //easting, elev, northing
angle 50 // vertical camera aperture
}
height_field {
tga "IN\dem.tga"
smooth
texture {
pigment{
rgb <1,1,1>
}
finish { // (---surface finish---)
ambient 0.3
brilliance 9
}
}
scale < 14000, 50000, 14000 > // dx,dz,dy of extent in meters
translate <660575, 0, 4036730> // west_corner, 0, south_corner
}
sky_sphere {
pigment {
gradient y
color_map {
[0 color Grey]
[1 color White]
}
scale 2
translate -1
}
}
plane {
y, -200
pigment { color Grey }
finish {
ambient .8
diffus
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Am 28.08.2012 13:56, schrieb mathieu_r:
> http://24.media.tumblr.com/tumblr_m09z83dVUZ1qzngato1_500.jpg
>
> What I notice on her rendering is:
> - this kind of shadow on the ground, very diffuse
Try area lights for this (see "area_light"), or a completely
radiosity-lit scene (see "radiosity").
> - this very subtile blue light
Multiple light sources: A bright blue one from the left, and a white one
from the right.
Alternatively (when using radiosity-based illumination) a bright blue
sky, and a yellowish light from the right that, together with the blue
sky, adds up to a nice plain white.
> - this "cream aspect"
I guess that's just the very diffuse lighting, and maybe the choice of
colors.
Note that the reference image doesn't use a simple plane & background,
but something curved, like a hollow shell.
The reference image also clearly uses global illumination (otherwise we
couldn't see the structure of the underside); in POV-Ray, that can be
achieved by using radiosity.
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On 28-8-2012 16:03, clipka wrote:
> Am 28.08.2012 13:56, schrieb mathieu_r:
>> - this "cream aspect"
>
> I guess that's just the very diffuse lighting, and maybe the choice of
> colors.
>
> Note that the reference image doesn't use a simple plane & background,
> but something curved, like a hollow shell.
I guess that a bit of fog might also be needed.
Thomas
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Thanks a lot for your advice.
Here is my actual image.
Would you see any improvement to be done so as it looks like Diana Lange's
rendering?
-> "completely radiosity-lit"
I have put some radiosity on my scene, also some light sources. How to make it
**completely** radiosity-lit
-> "a bright blue"
How to influence on light brightness?
We can influence the light brightness by making it far from the object?
-> "very diffuse lighting"
How to make lighting very diffuse?
-> "I guess that a bit of fog might also be needed."
Does the fog paramter seem correct to you?
Thanks,
Mat
----------------------
Here is my script:
# include "shapes.inc"
# include "colors.inc"
# include "textures.inc"
# include "skies.inc"
# include "rad_def.inc"
global_settings {
radiosity {
Rad_Settings(Radiosity_Normal,off,off)
}
}
background {Grey}
camera {
location <7,10,-13>
look_at <0,0,0>
angle 70
}
light_source {
<0,5,-50>
color White
area_light
<30,0,0> <0,0,30>
4,4 // numbers in directions
adaptive 0 // 0,1,2,3...
jitter // random softening
translate<-10, 50, -10>
}
light_source {
<0,50,100>
color MidnightBlue
area_light
<30,0,0> <0,0,30>
4,4 // numbers in directions
adaptive 0 // 0,1,2,3...
jitter // random softening
translate<-10, 50, -10>
}
height_field {
png
"IN\dem.png"
smooth
texture{
pigment { White }
finish {
ambient 0.1
diffuse 0.55
} }
translate <-0.5,0,-0.48>
scale <14,4,14>
}
plane {
y, -5
pigment { color Grey }
finish {
ambient .9
diffuse .3
roughness 1
}
}
fog {
distance 30
color rgbf<0.6, 0.6, 0.6, 0.1>
turbulence 0.1
turb_depth 0.8
}
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Sorry, I forgot to include my image:
https://docs.google.com/open?id=0B2ZYzwKbiu3JUFlla19PUndJNW8
"mathieu_r" <nomail@nomail> wrote:
> Thanks a lot for your advice.
>
> Here is my actual image.
>
> Would you see any improvement to be done so as it looks like Diana Lange's
> rendering?
>
> -> "completely radiosity-lit"
> I have put some radiosity on my scene, also some light sources. How to make it
> **completely** radiosity-lit
>
> -> "a bright blue"
> How to influence on light brightness?
> We can influence the light brightness by making it far from the object?
>
> -> "very diffuse lighting"
> How to make lighting very diffuse?
>
> -> "I guess that a bit of fog might also be needed."
> Does the fog paramter seem correct to you?
>
> Thanks,
>
> Mat
>
>
>
> ----------------------
> Here is my script:
>
> # include "shapes.inc"
> # include "colors.inc"
> # include "textures.inc"
> # include "skies.inc"
> # include "rad_def.inc"
>
>
> global_settings {
>
> radiosity {
> Rad_Settings(Radiosity_Normal,off,off)
> }
> }
>
> background {Grey}
>
> camera {
> location <7,10,-13>
> look_at <0,0,0>
> angle 70
> }
>
> light_source {
> <0,5,-50>
> color White
> area_light
> <30,0,0> <0,0,30>
> 4,4 // numbers in directions
> adaptive 0 // 0,1,2,3...
> jitter // random softening
> translate<-10, 50, -10>
> }
>
> light_source {
> <0,50,100>
> color MidnightBlue
> area_light
> <30,0,0> <0,0,30>
> 4,4 // numbers in directions
> adaptive 0 // 0,1,2,3...
> jitter // random softening
> translate<-10, 50, -10>
> }
>
> height_field {
> png
> "IN\dem.png"
> smooth
> texture{
> pigment { White }
> finish {
> ambient 0.1
> diffuse 0.55
> } }
>
> translate <-0.5,0,-0.48>
> scale <14,4,14>
> }
>
> plane {
> y, -5
> pigment { color Grey }
> finish {
> ambient .9
> diffuse .3
> roughness 1
> }
> }
>
>
> fog {
> distance 30
> color rgbf<0.6, 0.6, 0.6, 0.1>
> turbulence 0.1
> turb_depth 0.8
> }
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On 29-8-2012 9:20, mathieu_r wrote:
> Sorry, I forgot to include my image:
> https://docs.google.com/open?id=0B2ZYzwKbiu3JUFlla19PUndJNW8
>
Please, attach your image to a message in povray.binaries.images
(p.b.i.). That is the way to show your work in these newsgroups.
I, for one, do not use google docs.
Thomas
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On 29/08/2012 8:41 AM, Thomas de Groot wrote:
> I, for one, do not use google docs.
I might but I get this message:
You need permission to access this item.
You are signed in as ME### [at] gmailcom, but you don't have permission to
access this item. You can request access from the owner or choose a
different account. Learn more
--
Regards
Stephen
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> Sorry, I forgot to include my image:
> https://docs.google.com/open?id=0B2ZYzwKbiu3JUFlla19PUndJNW8
>
You need to set access right for that image to Everybody, or manualy
grant access permision to everybody, one by one.
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