POV-Ray : Newsgroups : povray.binaries.images : I was better before... continued. Server Time
4 Oct 2024 17:17:18 EDT (-0400)
  I was better before... continued. (Message 1 to 3 of 3)  
From: Anthony Bennett
Subject: I was better before... continued.
Date: 3 Mar 1999 22:42:22
Message: <36DE02AE.650ECB12@panama.phoenix.net>
Hi everybody! I hope you're all having a good day. I re-rendered from a
different camera angle, increased the number and brightness of the
lights and I added a light emanating from the pool. I think that needs
adjustment. I wanted to consult you all before proceding as this render
took well over 24 hours. I might be willing to send to source to
trust-worthy individuals (it might be you) who can find a way of
speeding up the render.

I am thinking of changing it like this:

a) adding a spotlight that penetrates through a hole in the roof (that
is yet to exist) and cuts through some dust hovering in the dungeon but
more precisely in the area above the pool, as to attract attention to it
as a central point.
b) puting torches on poles around a bigger pool, a curvier, more
swimmable-in pool.
c) doing one of the above, adding a door somewhere on level 2, that
would lead to a hallway that would join a castle, which I would have to
create, and render for 5+ years until I have a 10 minute, 60 fps movie
of the whole castle. (Can anyone spare a 1GHz processor, please?)

Anyway, please let me know how you feel I should continue. Thanks in
advance to everyone. =)

[Image]


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From: Spider
Subject: Re: I was better before... continued.
Date: 5 Mar 1999 00:03:34
Message: <36DF642F.87016253@bahnhof.se>
Anthony Bennett wrote:
> 
> Hi everybody! I hope you're all having a good day.
Hope. so futile... argh. I've slept through another day... *sigh*

> I re-rendered from a
> different camera angle, increased the number and brightness of the lights and
> I added a light emanating from the pool. I think that needs adjustment. I
> wanted to consult you all before proceding as this render took well over 24
> hours. I might be willing to send to source to trust-worthy individuals (it
> might be you) who can find a way of speeding up the render.
now it is nice, but it feels so ... empty.. and the spotted floor, a bit too .. 
Ahh, just so very regular...
try adding a "master" texture, a bozo is good, then use a texture_map with the
same texture inside, but with several different turbulence values, this will
give a better feel to the stone.
 
> I am thinking of changing it like this:
> 
> a) adding a spotlight that penetrates through a hole in the roof (that is yet
> to exist) and cuts through some dust hovering in the dungeon but more
> precisely in the area above the pool, as to attract attention to it as a
> central point.
A very good idea, but it will increase the render time far more.

> b) puting torches on poles around a bigger pool, a curvier, more swimmable-in
> pool.
yes, also good. 

> c) doing one of the above, adding a door somewhere on level 2, that would lead
> to a hallway that would join a castle, which I would have to create, and
> render for 5+ years until I have a 10 minute, 60 fps movie of the whole
> castle. (Can anyone spare a 1GHz processor, please?)
hey, I take that 1Ghz, you  skip the animation, ok ? *laugh*

> Anyway, please let me know how you feel I should continue. Thanks in advance
> to everyone. =)
try to turn off html...
it is a good idea, and I admire you for continuing on it, I generally don't.


-- 
//Spider 
( spi### [at] bahnhofse ) [ http://www.bahnhof.se/~spider/ ]
#declare life = rand(seed(42))*sqrt(-1);


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From: GrimDude
Subject: Re: I was better before... continued.
Date: 6 Mar 1999 03:03:12
Message: <36e0e140.0@news.povray.org>
This is taking on the look of the "Shub Niggurath" pit from the final level
of Quake. If you used a tiled stone texture on the pit walls I think the
depth of the pit would really stand out.

The torch lights are looking good, but what is lighting the pool? :)

GrimDude
vos### [at] arkansasnet


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