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hi grimdude,
i'm just sucking up everybody's suggestion like a sponge. your
comment about adding a texture beyond the grass is interesting.
and so is your comment about adding a surface normal to the
wall. i had thought it needed a texture. i know that a normal is
a line perpendicular to a surface, but i'll have to look into what
you're talking about. my only experience with messing with the
normal has been a brief encounter with smoothed meshes and
i believe thats how bump maps are done, too.
and radiosity is definitely something i want to experiment with,
but it scares me. i don't really have any "instinctive" feel yet for
what kind of effect different code will have on an image. my
standard operating procedure involved a small tweak and then
rerendering. i'll bet i rendered the scene a thousand times. no
kidding. and anything that dramatically increases the render
time slowed my work down to a snail's pace. thats why i'm nervous
about radiosity.
thank you for your comments and encouragement.
miker
"GrimDude" <vos### [at] gulf net> wrote in message news:3c3a09c6@news.povray.org...
> I understand about first images.
> You might consider a few things, though you suggested not commenting in
some excellent directions.
>
> 1) Adding glass would add to the realism.
> 2) Decrease the grass elements by bunching them up tighter close to the
house, and then add a turbulated texture beyond that in the
> same color. This would help preserve the impression that grass covered the
view, without increasing the render time dramatically.
> 3) Add a surface normal to the walls and counter/desk surface.
> 4) Use an area light.
> 5) Render with radiosity and use the 'normal on' statement.
>
> For a first post you have created quite a scene and it came off very well!
>
> Grim
>
>
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