POV-Ray : Newsgroups : povray.binaries.images : Sunset (87.3 Kb) Server Time
4 Oct 2024 19:22:45 EDT (-0400)
  Sunset (87.3 Kb) (Message 1 to 6 of 6)  
From: Nicolas
Subject: Sunset (87.3 Kb)
Date: 16 Feb 1999 23:33:58
Message: <36ca46b6.0@news.povray.org>
Can anyone gives his opinion about this image ?
And also possible improvement that can be done ?

thanx in advance.

Nicolas.


Post a reply to this message


Attachments:
Download 'sunset2.jpg' (88 KB)

Preview of image 'sunset2.jpg'
sunset2.jpg


 

From: Ken
Subject: Re: Sunset (87.3 Kb)
Date: 17 Feb 1999 03:27:59
Message: <36CA7D31.2628D5A4@pacbell.net>
Nicolas wrote:
> 
> Can anyone gives his opinion about this image ?
> And also possible improvement that can be done ?
> 
> thanx in advance.
> 
> Nicolas.

From the very bottom of the screen to the top of the tallest peak I would
change nothing at all. That part is beautiful. For the top half I think the
colors used can work for you but need to blend better with each other or the
shade of the purple used is a bit too light still.

If your purple color numbers look like - rgb < 0.40, 0.20, 0.50>
a small shift in the numbers like this - rgb < 0.37, 0.17, 0.47>

would keep the same color but the color will shift to a darker shade as the
numbers are dropped. This subtle shift in the shade of the color will blend
it better into the contrasting darker background above.

Another possibility would be:
Maybe add a small amount of filter to the colors to thin them out into the
dark almost night sky or possibly shift the color map entries a little bit
and allow the black area to have a bit more dominance over the other colors.

It's very close the way it is and with a little tweaking on your part I think
you will have a completed work on your hands.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


Post a reply to this message

From: Vahur Krouverk
Subject: Re: Sunset (87.3 Kb)
Date: 17 Feb 1999 14:11:11
Message: <36CB1479.CBFBFA22@fv.aetec.ee>
Nicolas wrote:
> 
> Can anyone gives his opinion about this image ?
It's quite good. No, I'm lying, it's damn good! 

> And also possible improvement that can be done ?

But as always, there is little room for improvement: this is the reason,
why I have nil finished pictures: I just can't make them perfect :-( 
The color transition from the sky to horizon seems to be a little bit
too rough, as Ken already pointed out. 
Other thing, which could be improved, is the horizon itself: usually
horizon's illumination is highest in the sun's direction and drops from
there; in the direction opposite to sun horizon is not illuminated. In
Your picture horizon seems to be illuminated uniformly: the yellow
"ribbon" has same height from left to right, though it should be fall
(and become darker) in right side of picture. May-be little rotation
will help here, as sun is quite in left side and rising of illuminated
part over the sun in will not become too obvious? Of course I don't
know, how You made this picture, so maybe it will not work?


Post a reply to this message

From: GrimDude
Subject: Re: Sunset (87.3 Kb)
Date: 17 Feb 1999 17:52:25
Message: <36cb4829.0@news.povray.org>
You could try a gradient y color_map, and then rotate it in the positive x
direction (plus what ever it takes to line it up with the sun), in order to
get the proper drop off.

I have been doing several tests with layered pigments and sky_spheres. The
tough part is getting the filter and transmit values properly set. However,
when they come off right, they can be amazingly realistic.

GrimDude
vos### [at] arkansasnet


Post a reply to this message

From: GrimDude
Subject: Re: GrimSunset - ~108K
Date: 17 Feb 1999 19:16:49
Message: <36cb5bf1.0@news.povray.org>
Oops, I goofed. I meant a z gradient, but I haven't had any luck getting it
to work....

GrimDude wrote in message <36cb4829.0@news.povray.org>...
>You could try a gradient y color_map, and then rotate it in the positive x
>direction (plus what ever it takes to line it up with the sun), in order to
>get the proper drop off.
>
>I have been doing several tests with layered pigments and sky_spheres. The
>tough part is getting the filter and transmit values properly set. However,
>when they come off right, they can be amazingly realistic.
>
>GrimDude
>vos### [at] arkansasnet
>
>


Post a reply to this message


Attachments:
Download 'GrimSunset.jpg' (109 KB)

Preview of image 'GrimSunset.jpg'
GrimSunset.jpg


 

From: Spider
Subject: Re: GrimSunset - ~108K
Date: 17 Feb 1999 19:53:11
Message: <36CB6329.F48F1A84@bahnhof.se>
A higher OCTAVES, a lower OMEGA and a lower lambda should improve this
image a bit.

And, a different scale on the water, perhaps a large spehere. And some
more tubulence/rotation on it.

Try something like this 

#declare T_Water = texture {...}
#declare Radii =100000;
sphere {
  <0,-Radii,0>,Radii
  texture {
    bozo
    turbulence <1.3, 1.5, 1.2> //ANYTHING
    octaves 4
    omega 1/16
    lambda 1.2
    texture_map {
      [0 texture{T_Water turbulence <.3, .4, .2> octaves 9 omega 1/20
lambda .7 }]
      [1 texture{T_Water turbulence <.8, .1, .7> octaves 9 omega 1/20
lambda 1.7} ]
    }
    scale 100
  }
}
This will make it a bit more differenced in appearance, without changing
to much of the texture, simply a bozo that only shifts between the
turbluence values, thus making it looking a bit more random, yet keeping
the texture good. (This req.'s some tweaking, but can give a very nice,
seemingly irregular, texture.)


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


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.