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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'
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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
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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?
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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
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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'
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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);
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