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ingo wrote:
>in news:3d725c43[at]news.povray.org Frantisek Fuka wrote:
>
>> Following is my first ever 3d scene. Could someone please give me
>> pointers what could be done better, more elegantly?
>>
>
>Good start!
>
>One small comment on the code, always put "global_settings {assumed_gamma
>1.0}" in your scene when developing a new one. It will make shure that
>your scene will render to the same visual result anywhere.
>Good use of arrays!
>
>Regarding the image, now the difficult part begins, lighting and
>texturing.
>
>Ingo
>
Hi
Im new to pov too and it is a nice scene u have made.
i know about fotografy though and theres a couple of things that u can do.
u use two lightsouses but both are pointlight. u dont get any lightdepth
add an arealight.
i then chamged the two light to be dim and colored -it adds a moode to the
scene. Some might think thats wrong. Its a question of taste.
Never flood the scene in light. Dim the light and use PoVs amaging different
lightforms.
I added a texture and made the color translusient.
I think taht both the wood texture and the brass texture give interesting
result. -But the brass texture made rendering longer
Below is my sugestions -Thats all they are.
//code:
#include "colors.inc"
#include "arrays.inc"
// various (mostly layered) wood textures
// T_Wood1 - T_Wood35
#include "woods.inc"
// several different gold colors, finishes and textures
#include "golds.inc"
// various metal colors, finishes and textures
// brass, copper, chrome, silver
#include "metals.inc"
camera {
location <9,7,10>
look_at <0,-5,0>
}
light_source { <-10,10,20> color Yellow*.3}
light_source { <10,10,10> color Red*.3}
// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0*1.6 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
#declare R1 = seed(666);
#macro Face_Dots (Dot_Array, rot)
#local i = 0;
#local to = dimension_size(Dot_Array,1) - 1;
#if (to>0)
merge {
#else
object {
#end
#while (i<=to)
sphere {
<Dot_Array[i][0],0,Dot_Array[i][1]>,
0.55
}
#local i=i+1;
#end
pigment {White}
finish {diffuse 0.5}
scale .5
translate y*1.2
rotate rot
}
#end
#macro Die(Pigment)
difference {
intersection {
box {
<-1,-1,-1>,
<1,1,1>
}
sphere {
<0,0,0>,
1.4
}
texture {
T_Brass_3C // T_Wood21 //wood gives a nice result to
pigment {Pigment}
}
finish {diffuse 0.4 phong 1}
}
Face_Dots (array[6][2] {{1,1}, {0,1}, {-1,1}, {1,-1}, {0,-1},
{-1,-1}}, <0,0,0>)
Face_Dots (array[1][2] {{0,0}}, <180,0,0>)
Face_Dots (array[2][2] {{-1,-1}, {1,1}},<90,0,0>)
Face_Dots (array[5][2] {{-1,-1}, {1,1}, {1,-1}, {-1,1},
{0,0}},<-90,0,0>)
Face_Dots (array[3][2] {{-1,-1}, {0,0}, {1,1}},<0,0,-90>)
Face_Dots (array[4][2] {{-1,-1}, {-1,1}, {1,-1}, {1,1}},<0,0,90>)
}
#end
#macro Rot (Seed)
Rand_Array_Item (array[4] {0,90,180,270}, Seed)
#end
#local Size=5;
#local Spacing=2.1;
#local i=-Size;
#while (i<=Size)
#local j=-Size;
#while (j<=Size)
object {
Die (rgbt<rand(R1),rand(R1),rand(R1),0.7>)
rotate <Rot(R1),Rot(R1),Rot(R1)>
translate <i*Spacing,1+rand(R1),j*Spacing>
}
#local j=j+1;
#end
#local i=i+1;
#end
//codeEnd
regards krus
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