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From: Ph Gibone
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 03:40:54
Message: <37085af6.0@news.povray.org>

>Anything I'm missing?

Mr Clooney ?

BTW I think that the ledge on the left, is made of wood, isn't it, so made
be it should be less reflective (hard to polish every day !)

Philippe


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From: bankspad
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 05:01:51
Message: <37086A2D.68C4D960@pacbell.net>
Hello Kyle,
I have a couple of suggestions:
For the walls, perhaps scaling the "marbeling" down to be just a smidge
tighter, and then breaking up the walls with panel marks, then rotating the
texture just a hair on every few panels. Since the scene is based in the
future, perhaps some monitoring epuipment embedded in the walls, sliding
panels, comp. interface, holograph x-ray view screen. I really like the plant.
Maybe instead of being "potted" it could be set up for hydroponics, set into
an inset in the wall with grow lighting and an environment control panel
and ... and ... and ...
Well, if nothing else, your image definetly encourages the imagination.   ;-]
I hope I didn't overspeak myself.
KB-

Kyle wrote:

> As the title indicates, here it is.  This is a scene I'm working on for
> a computer game.  It's not finished yet, obviously.  It's actually a
> hallway in a hospital in the future.  Like the plant?  I'm not sure what
> to do for the wall texture.  By the way, would this image benefit in any
> way from Nathan's photon patch?  Just curious.  DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it!  man that
> stinks...
>
> Any suggestions?
>
>                 Kyle
>
>   ------------------------------------------------------------------------
>  [Image]


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From: Kyle
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 10:49:15
Message: <3708BF0D.8DDA0E85@geocities.com>
Hi KB. 
>> For the walls, perhaps scaling the "marbeling" down to be just a smidge
>> tighter, and then breaking up the walls with panel marks, then rotating the
>> texture just a hair on every few panels.

 Thanks for the suggestion for the wall, I think that'll look MUCH
better. 

>> perhaps some monitoring epuipment embedded in the walls, sliding
>> panels, comp. interface, holograph x-ray view screen.

Ahh yes, computer screens, can never have too many of those :-)  

>> I really like the plant.

I knew you would like the plant, everyone likes the plant.  

> I hope I didn't overspeak myself.

Not at all. I like criticism.

	Kyle


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From: Kyle
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 10:56:52
Message: <3708C0D8.B08A26A6@geocities.com>
Oh, you like the plant?  Well, it was just a little something I threw
together...:-)
I did mean for the beam to be reflective, no good?  Is wood highly
polished in the future?  I'm not sure.  
Maybe I'll tone it down just a bit.  Thanks for the suggestions :-)

		Kyle


Phil Clute wrote:
> 
> I like the plant.
> Did you mean for the wood beam on the left to be reflecting the floor
> and
> cool plant? It looks as though the beam is supposed to be roughly cut
> which
> of course wouldn't reflect much if anything.Unless it's shellacked; I
> had a bar
> in the basement of the last house I lived in. The boards were cut very
> roughly
> and then about an 1/2inch(no kidding...I didn't build it)of shellac was
> applied
> over the top to make it smooth...
> 
> --
> ...coffee?...yes please! extra sugar,extra cream...Thank you.


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From: Nathan Kopp
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 11:36:02
Message: <3708C99F.675582EF@Kopp.com>
Make sure your objects have an ambient component and that you set the
global ambient (ambient_light) value higher than normal.  The 'radiosity'
stuff takes the place of the ambient component, and if you have no
ambient, you have no radiosity.

-Nathan

Kyle wrote:
> 
> Yeah, I didn't think it would really.  I had tried a rendering w/
> radiosity but strangely, didn't see a difference really.  Maybe I'll try
> that again.  You like the plant!  You really like the plant!  I knew it
> was a winner :-)  Thanks for the comments Mr. Tyler.
> 
>                 Kyle


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From: Josh English
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 12:19:25
Message: <3708D44B.4502F898@spiritone.com>
I, too, like the plant, and I want to know how you did it... are you
releaseing the code soon or just going ot tease us with a cool image and let
us figure it out?

Josh English
eng### [at] spiritonecom

Kyle wrote:

> As the title indicates, here it is.  This is a scene I'm working on for
> a computer game.  It's not finished yet, obviously.  It's actually a
> hallway in a hospital in the future.  Like the plant?  I'm not sure what
> to do for the wall texture.  By the way, would this image benefit in any
> way from Nathan's photon patch?  Just curious.  DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it!  man that
> stinks...
>
> Any suggestions?
>
>                 Kyle
>
>   ------------------------------------------------------------------------
>  [Image]


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From: Kyle
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 12:24:54
Message: <3708D57A.2011E4DC@geocities.com>
Hmm...yes, perhaps I will share the wealth.  It's a Moray UDO file that
I will post in the moray.binaries newsgroup right now.  I can post the
actual POV code if you would like, (though it's 900KB) so I don't know
if it's worth THAT much to you.  I'll go post the Moray file now.

		Kyle


Josh English wrote:
> 
> I, too, like the plant, and I want to know how you did it... are you
> releaseing the code soon or just going ot tease us with a cool image and let
> us figure it out?
> 
> Josh English
> eng### [at] spiritonecom
> 
> Kyle wrote:
> 
> > As the title indicates, here it is.  This is a scene I'm working on for
> > a computer game.  It's not finished yet, obviously.  It's actually a
> > hallway in a hospital in the future.  Like the plant?  I'm not sure what
> > to do for the wall texture.  By the way, would this image benefit in any
> > way from Nathan's photon patch?  Just curious.  DOH!! I just noticed
> > this, it looks like that ledge on the right side wasn't quite up against
> > the wall, There's a bunch of light streaming in behind it!  man that
> > stinks...
> >
> > Any suggestions?
> >
> >                 Kyle
> >
> >   ------------------------------------------------------------------------
> >  [Image]


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From: Bob Hughes
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 12:35:58
Message: <3708D840.41766271@aol.com>
Only one door eh? Must be a specialists hospital :)
I don't think photons would apply well here, unless those indirect
lights were semi-transparent when lit. Wall texture seems fine to me.
Not so sure about the "ledges" though. Wood-grain running perpendicular
to the length? To each his own, heh-heh. Looks like you also need to
match up those ceiling beams to the apex.


Kyle wrote:
> 
> As the title indicates, here it is.  This is a scene I'm working on for
> a computer game.  It's not finished yet, obviously.  It's actually a
> hallway in a hospital in the future.  Like the plant?  I'm not sure what
> to do for the wall texture.  By the way, would this image benefit in any
> way from Nathan's photon patch?  Just curious.  DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it!  man that
> stinks...
> 
> Any suggestions?
> 
>                 Kyle
> 
>   ------------------------------------------------------------------------
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Spider
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 5 Apr 1999 17:02:43
Message: <3708FC9E.DD98DB56@bahnhof.se>
Nice. Well, It misses something, a feel to it. small curtains??

And, some more plants, yes :-)

whoo, more...A bit more filtering lamps... perhaps move them away from the
wall(some metal hanging on theem) 

overall a good image.

hmm, make a plant macro soon ?

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Steve
Subject: Re: A bright, sunny, nice hallway. ~160kb
Date: 7 Apr 1999 15:17:43
Message: <370B6E78.76264AF3@ndirect.co.uk>
The more I look at this and think about it I'd decide to make it a
contemporary image (the future isn't all it's cracked up to be, or
hasn't been so far).  Something like an old dusty looking clock on the
far wall with Roman numerals on it, don't know if the blue cones on the
walls are meant to be lights or not, but I'd put some small hanging
plants in them.  Yes definitely another door or two.  A broom in the
corner.  Don't think I've ever seen a floor reflected in a sky light
like this before, but ther's a first time for everything.  

Really nice plant by the way,  it should be a bit closer to the camera
so that we can see it a bit better.  

The door seems to be a bit lost here, can't really see any features in
it, I'm sure you didn't just create a plane door.

Great image.

Cheers
Steve

Kyle wrote:
> 
> As the title indicates, here it is.  This is a scene I'm working on for
> a computer game.  It's not finished yet, obviously.  It's actually a
> hallway in a hospital in the future.  Like the plant?  I'm not sure what
> to do for the wall texture.  By the way, would this image benefit in any
> way from Nathan's photon patch?  Just curious.  DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it!  man that
> stinks...
> 
> Any suggestions?
> 
>                 Kyle
> 
>   ------------------------------------------------------------------------
>  [Image]


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