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It's very impressive, except that the viewing angle is to high (or too
low) the dagger looks unnatural because of this. try fiddling with
prespective stuff and see.
Marc-Hendrik Bremer wrote:
>
> Well, you may have enough from this scene, but I could not resist to model a
> dagger an throw it in it.
>
> There are still some flaws in the scene, and it would be nice if someone
> could help me understand how to avoid them in future scenes:
>
> - The candle has this half-circle on the wax, right beyond the upper edge.
> First I thought it would be an CSG-Problem or maybe the container of the
> flame-media. Now I think its the phong of the hotwax Bob suggested - but
> produces a shadowless light_source a phong? Or does it come from the
> area_light "in" the flame? How much stretches such an area_light? One unit?
> And if so, how can I control that (scale, using y/2 as vector)?
>
> - The Gem in the dagger is ruby glass from the glass.inc filled with
> emitting media. There is a dimmer part at the bottom end. It is probably due
> to csg with one of the other elements of the union, or of the blade, which
> is also unioned with the handle. Maybe merge would help, but how does Pov
> determine, which texture to use "in the deep", when an hollow object is
> unioned or merged with a non-hollow object? Do I have to cut a hole in the
> union before I can fill that with another hollow or somewhat transparent
> object? Or do I miss something obvious?
>
> - The scene takes forever now, after I put the dagger in it. This is
> probably because of the torii cut out of the reflecting metal, which makes
> the ray "bounce" a while in them, isn't it?
>
> Marc-Hendrik
>
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