POV-Ray : Newsgroups : povray.binaries.images : Titanic v2.0 Server Time
4 Oct 2024 03:16:45 EDT (-0400)
  Titanic v2.0 (Message 1 to 8 of 8)  
From: Simon de Vet
Subject: Titanic v2.0
Date: 29 Apr 1999 16:40:46
Message: <3728B59A.562116EF@istar.ca>
Here's a newer version (next to final) with some of the changes
implemented.

I only have about 24 hours in which to fully complete it, and I'll be
gome most of tomorrow. Luckily, it's quick (30m, give or take) to
render, so that's not a problem.

I know some of the wall rusticles are too far out. These have already
been fixed.

And advice? I don't care for the dust. Here's my media code:

         media  // WaterII
         {
            intervals 1
            emission rgb <0.247059, 0.294118, 0.321569>
            scattering
            {
               1 ,  rgb <0.235294, 0.235294, 0.235294> // isotropic
scattering
            }
            density
            {
               granite
               color_map
               {
                  [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
                  [ 0.80427  rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
                  [ 1.0     rgbft <0.3, 0.3, 0.3, 0.0, 0.0> ]
               }
               scale  0.2
            }
         }
      }
   }

Any last minute, REALLY EASY to implement advice? :)

Simon
http://home.istar.ca/~sdevet


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From: Mike Metheny
Subject: Re: Titanic v2.0
Date: 29 Apr 1999 17:31:03
Message: <3728c187.0@news.povray.org>
Unfortunately I know nothing about media, but the white flecks don't look
that bad actually.  I really like the improvements made as far as texturing
goes here. . .as far as last minute improvements, to simulate murky you
could always just envelop the camera, and whole image in a brown box filled
with semi-transparent light brown. . .or yeller, or dark blue, whatever
color for under da sea that you're looking for.  prolly be faster than media
too.  If not, I'd say at the very least make everything darker.  Will give
it more depth.


--


Mike Metheny
lon### [at] vtedu
mik### [at] loneshepherdcom
http://www.loneshepherd.com/

"When one's words are no better than silence, one should keep silent."


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From: Simon de Vet
Subject: Re: Titanic v2.0
Date: 29 Apr 1999 18:06:49
Message: <3728C9FA.E9184595@istar.ca>
Mike Metheny wrote:

> Unfortunately I know nothing about media, but the white flecks don't look
> that bad actually.  I really like the improvements made as far as texturing
> goes here. . .as far as last minute improvements, to simulate murky you
> could always just envelop the camera, and whole image in a brown box filled
> with semi-transparent light brown. . .or yeller, or dark blue, whatever
> color for under da sea that you're looking for.  prolly be faster than media
> too.  If not, I'd say at the very least make everything darker.  Will give
> it more depth.

Looking at all the pics of the Titanic, the light is actually quite blue, not
the brown/yellow of the shallower water. I don't know why.

I will darken the light a bit. Right now it's at a magnitude of about 0.4, which
is surprising, since it looks so bright. I'll try .2 and .3.


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From: Steve
Subject: Re: Titanic v2.0
Date: 29 Apr 1999 20:14:55
Message: <3728E110.5288C91C@ndirect.co.uk>
I'm enjoying watching this as it improves. A few
points/suggestions:

The media, white bits in the water have done wonders for this
image, to my mind it doesn't look raytraced any more, it's got
such a raw feel to it.

The rusticles, yuckk,  way too bright.  I think that they should
have a colour map over them consisting of dark browns and greens,
with a lot of turbulence and a tiny scale on the colour map.

Can't wait to see the finished version.

Cheers
Steve 

Simon de Vet wrote:
> 
> Here's a newer version (next to final) with some of the changes
> implemented.
> 
> I only have about 24 hours in which to fully complete it, and I'll be
> gome most of tomorrow. Luckily, it's quick (30m, give or take) to
> render, so that's not a problem.
> 
> I know some of the wall rusticles are too far out. These have already
> been fixed.
> 
> And advice? I don't care for the dust. Here's my media code:
> 
>          media  // WaterII
>          {
>             intervals 1
>             emission rgb <0.247059, 0.294118, 0.321569>
>             scattering
>             {
>                1 ,  rgb <0.235294, 0.235294, 0.235294> // isotropic
> scattering
>             }
>             density
>             {
>                granite
>                color_map
>                {
>                   [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 0.80427  rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 1.0     rgbft <0.3, 0.3, 0.3, 0.0, 0.0> ]
>                }
>                scale  0.2
>             }
>          }
>       }
>    }
> 
> Any last minute, REALLY EASY to implement advice? :)
> 
> Simon
> http://home.istar.ca/~sdevet
> 
>   -----------------------------------------------------------------
>  [Image]


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From: Simon de Vet
Subject: Re: Titanic v2.0
Date: 29 Apr 1999 22:29:58
Message: <372907A7.51EFB503@istar.ca>
Steve wrote:

> I'm enjoying watching this as it improves. A few
> points/suggestions:
>
> The media, white bits in the water have done wonders for this
> image, to my mind it doesn't look raytraced any more, it's got
> such a raw feel to it.
>
> The rusticles, yuckk,  way too bright.  I think that they should
> have a colour map over them consisting of dark browns and greens,
> with a lot of turbulence and a tiny scale on the colour map.

I know.. I think I'll change these. On the real titanic they are actually
bluish (like the hull) with a trace of red and yellow. I was hoping that
the unrealistic colouring might make it more accessible to the viewer. I
was wrong :)

Thanks! This is easily fixed. I like the spots, too! :)


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From: Nathan Kopp
Subject: Re: Titanic v2.0
Date: 30 Apr 1999 01:34:49
Message: <372932F1.AD8E2800@Kopp.com>
I don't have any suggestions for the media, but I think the textures used
for the rusticles and the rest of the ship should be very similar... I
see you've got some rust on the ship already, but I think the rusticles
stand out far to much as it is.  They should just blend in... as if they
grew out of the ship (which they did, right).  :-)

Looking much better, though.

If you don't get the media under control, at least add fog.  It renders so
much faster!

-Nathan

Simon de Vet wrote:
> 
> Here's a newer version (next to final) with some of the changes
> implemented.
> 
> I only have about 24 hours in which to fully complete it, and I'll be
> gome most of tomorrow. Luckily, it's quick (30m, give or take) to
> render, so that's not a problem.
> 
> I know some of the wall rusticles are too far out. These have already
> been fixed.
> 
> And advice? I don't care for the dust. Here's my media code:
> 
>          media  // WaterII
>          {
>             intervals 1
>             emission rgb <0.247059, 0.294118, 0.321569>
>             scattering
>             {
>                1 ,  rgb <0.235294, 0.235294, 0.235294> // isotropic
> scattering
>             }
>             density
>             {
>                granite
>                color_map
>                {
>                   [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 0.80427  rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 1.0     rgbft <0.3, 0.3, 0.3, 0.0, 0.0> ]
>                }
>                scale  0.2
>             }
>          }
>       }
>    }
> 
> Any last minute, REALLY EASY to implement advice? :)
> 
> Simon
> http://home.istar.ca/~sdevet
> 
>   -------------------------------------------------------------------------------
>  [Image]


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From: David Cook
Subject: Re: Titanic v2.0
Date: 30 Apr 1999 02:25:50
Message: <37293ede.0@news.povray.org>
My apologies Simon, but the rusticles seem to be crying "Hi-dee-ho!".

(How many of you folks get my drift?)

Simon de Vet <sde### [at] istarca> wrote in message
news:3728B59A.562116EF@istar.ca...
> Here's a newer version (next to final) with some of the changes
> implemented.
>
> I only have about 24 hours in which to fully complete it, and I'll be
> gome most of tomorrow. Luckily, it's quick (30m, give or take) to
> render, so that's not a problem.
>
> I know some of the wall rusticles are too far out. These have already
> been fixed.
>
> And advice? I don't care for the dust. Here's my media code:
>
>          media  // WaterII
>          {
>             intervals 1
>             emission rgb <0.247059, 0.294118, 0.321569>
>             scattering
>             {
>                1 ,  rgb <0.235294, 0.235294, 0.235294> // isotropic
> scattering
>             }
>             density
>             {
>                granite
>                color_map
>                {
>                   [ 0.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 0.80427  rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
>                   [ 1.0     rgbft <0.3, 0.3, 0.3, 0.0, 0.0> ]
>                }
>                scale  0.2
>             }
>          }
>       }
>    }
>
> Any last minute, REALLY EASY to implement advice? :)
>
> Simon
> http://home.istar.ca/~sdevet
>


----------------------------------------------------------------------------
----


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From: Simon de Vet
Subject: Re: Titanic v2.0
Date: 30 Apr 1999 13:51:17
Message: <3729DF96.4C6599A@istar.ca>
David Cook wrote:

> My apologies Simon, but the rusticles seem to be crying "Hi-dee-ho!".
>
> (How many of you folks get my drift?)

Ha ha ha ha ha!

I don't get it :)

Simon
http://home.istar.ca/~sdevet


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