POV-Ray : Newsgroups : povray.binaries.images : miller studio space : Re: miller studio space Server Time
13 Jul 2024 23:52:53 EDT (-0400)
  Re: miller studio space  
From: Thomas de Groot
Date: 24 May 2023 10:54:17
Message: <646e2519$1@news.povray.org>
Op 24-5-2023 om 16:07 schreef Mike Miller:
> Thanks for the kudos.
> When I jumped back into POV, I was using 3DS Max to export some object types to
> assist in modeling and object placement. Recently, I moved to Blender once I
> realized I could export & convert almost all of the object types through the
> ..x3D file format. I wrote a small translator and now use it frequently for
> object/scene building.
> In Blender, I always start with an image underlay.
> I use naming conventions to sort the POV object types. I currently convert
> spheres, boxes, round_boxes, cylinders, torus, blobs, points for prisms, lathes,
> sweeps, and position arrays.
> Yesterday, I modeled a gearbox for Jack's brain. I found an image that was
> approximately what I had in mind. I screened it back and adding some guide-lines
> before importing to Blender. I used spheres renames as pointData for position
> arrays and use cubes renamed as RBox to export as POV Round_Box(), etc...
> In POV, I use the pointData array in a loop to punch holes in the frame, and
> place the gears, and used the Round_Boxes to create and void cut the frame body.
> Attached shows the Blender file, the data dump, and 2 test renders.
> Always a work in progress. :)
> As for lighting, it's lots of test renderings. :)
> Start with no lights and a few objects to confirm the global ambient - try to
> use as little as possible. Use a sky sphere imaged close to the final
> environment lighting unless your scene is fully enclosed.
> Position the camera close to the intended view. Add each light 1 one at a time
> starting with the most dominate. Hide all scene objects and add a few
> materialized spheres on a floor plane in front of the camera to determine light
> intensity, color, shadow direction, and reflections. I use a chrome sphere and
> another with a satin bumpy finish. Look at the bump and phong positions to
> verify that the light direction looks good. Never position lights behind the
> camera. I like to have good definition between 'light-side/dark-side' on
> objects. If the dominate light is from the right, add a softer fill/bounded
> light from the left. I try to use 2 light to fill a scene and sometimes a very
> weak under-light (no shadow) to fake bounced light from below the camera. If the
> scene is starting to look over-lit, hide all the lights and add them back in one
> at a time with less intensity. ...and lots of test renderings. :>)
> Render on - I love what you have going on in your current scene.
> Mike
Thanks indeed, Mike, for your detailed explanation. It is always 
refreshing and enlightening to learn from others how they approach and 
solve puzzles and problems which, I am sure, are so familiar to most of 
us. I shall have to carefully re-read this: some solutions are familiar 
to me as I follow more or less the same path/approach, others are new 
and intriguing. Where lighting is concerned, I very much lean on 
radiosity to help me fill the lighted space, sometimes adding small 
fill-ins where difficulties appear... and it is lots of test renders 


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