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I'll try and work on some subsurface-scattering clouds then,
thats what I've got good experience with (Iced Land, Worldbowl).
This'll need some time though. I'll download the latest scene-
compilation and just take the lighting-setup to work on the clouds.
As for the lighting-setup itself, that should be up to someone
else. I'll just create some nice clouds.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmx de
> "Tim Nikias v2.0" wrote:
>
> > If you compare the original image with the
> > one posted, you'll notice that the foreground
> > buildings are too far away from the St. Paul's.
> >
> > Additionally, I think the sun's position in the
> > image isn't correct. If you look at the front
> > of St. Paul's in the original, you'll notice its
> > mostly in shadows.
>
> Those changes would be a good contribution from you :)
>
>
> > Aside of that, I don't know where I could
> > contribute to this...
>
> There are still many places which need to be done and
> which are waiting for volunteers:
>
> - Sky/clouds. It would be good to have several variants
> implemented with different techniques. So that we could
> compare and select which one fits better. I mean such
> techniques as high resolution image map on plane or big
> sphere, stack of planes, media or anything else.
>
> - Buildings. It's not necessary to create the whole building.
> You could just model that clock on the wall of the cathedral.
> Or make window tents for some buildings (using sPatch,
> Hamapatch or JPatch) with uv-mapped textures. If you
> have painting skills you can paint those houses which are not
> painted yet. Also there is ornament on the facade of the
> cathedral we could mimic it with height-field.
>
> - People. It's always the challenge to make a human figure.
> It looks like we cannot use Poser objects because they are not
> free. That's why I see only the following alternatives - either
> use some freeware models (if any) or make own objects (using
> above-mentioned patch modellers) or prepare some partly
> transparent image maps (this technique is widely used in 3D
> architecture projects).
>
> - Stairway in the foreground and wooden posts are good
> candidates for height-field or isosurface.
>
> - Boats/Sails. It could be modelled with above-mentioned patch
> modellers or Wings3D. Sails could have uv-mapped textures.
>
> - We can also add some POV-Ray touch to the final image -
> to place somewhere reflective ball on a checkered floor :)
>
> You are welcome to work on any item and use any technique :)
>
> Gena.
>
>
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