POV-Ray : Newsgroups : povray.binaries.images : WIP take 2, any thoughts? (96k) : WIP take 2, any thoughts? (96k) Server Time
18 Aug 2024 14:17:58 EDT (-0400)
  WIP take 2, any thoughts? (96k)  
From: Bob Franke
Date: 7 Apr 2001 14:54:42
Message: <3ACF61EE.A9838185@hotmail.com>
First, thanks to everyone for all the great comments.  It's been a lot
of help.  One thing I have noticed is there seems to be a variety of
monitor settings out there, big suprise.  So I have a few questions that
may shed some light on this for everyone.

Please respond to these questions, I plan to compile and publish the
results.
Can you see the rust texture in the door?  I can just detect it in the
upper right corner.
Can you see the texture in the brick mortar on the left wall? I can,
just barley
Can you see the man's left ear? I can, just barley.
Can you see the drain cover on the floor? I can't.

Now, the comments and fixes

>use area light to blur the edges of the light a bit.
>corridor light is a florescent (judging by the shape of it) and
>should give very soft shadows.
Saving this for the final render
******************
>'light inside the room while no source is visible.
>I'd use radiosity, no ambient and only the two lights we can already
see.

The image has several light sources.  Three or four in the hallway.  The
sun for the light shaft and a dim light on high on the wall behind the
camera.  The cell needs some light in it so the kidnappers can check up
on their hostage.

There seems to be a lot of radiosity usage these days. Is this because
the PC's are faster or because Mega POV does a better job?  When I tried
MP the texture on the right wall changed dramatically, so I went back to
POV 3.1.  Now that the scene is so much darker maybe I will try MP
again.  I have had no luck with radiosity.  All I get is a dark room
with a light shaft. Any suggestions for settings?
*****************
>Very nice.  I think the floor is too clean
>oh, and a puddle (sorry but its mandatory)
The floor was changed to a height field for more control.  This made it
easier to add the puddle of water.  Also a hight field of dirt was
added.
*****************
>Nice textures, but the red bricks look a little regular
>and the plaster's perhaps a bit thick.
The plaster is now thinner to the point that the bricks start to show
through in a few places and the randomness of the bricks was increased.
*****************
>I think the scene could use more contrast, so the light
>gets brighter and the room darker.
> Kill the ambient, darken it up
Done
*****************
>Why is the "upstairs room" black?  If light is coming
>from it, it should be a lot brighter.
Added a blue sky sphere
*****************
>man is, while being very realistic as model and position, quite plastic

>in textures.
Improved the skin and hair texture but didn't have much luck with the
shirt.
*****************
>The bricks in the right wall overlap in a funky way (3-4th rows from
top).
>I'd fix that.  They also seem to have their textures go from one brick
to
>another, which isn't good.  The texture is a little plastic.
I change the randomness of the texture on the individual blocks and made
the surface rougher.  Maybe I will add another texture on top.
*****************
>The rust spots on the grate are good in color, but look a little
regular.
>I'd also suggest a slope map to make more rust on the bottom of the
bars.
I haven't figured out how to use the slope map yet, so I used a gradient
texture map.
*****************
>There doesn't seem to be hinges or handle on the door.
>How does it open?
More detail will be added for those with very bright monitor settings
*****************
>Will you share the textures?? I like them very much :)
The source code will be posted at the IRTC. If you want texture info now
let me know and I will email it.
==============

More comments are welcomed and thanks again,
Bob


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