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From: Tika
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 14:11:22
Message: <37fa3f4a@news.povray.org>
Bob Hughes <inv### [at] aolcom> wrote in message
news:37f948f2@news.povray.org...

> I hadn't even considered the frame being 2D the dop shadow might have been a
> tip-off but you have good area light shadows in the picture besides too,
> unless of course you were post-processing on those also.

I don't think I did any post-processing of the lighting. Sometimes I do adjust
gamma and brightness but this one I didn't have to. The frame is two Blade Pro
Presets (www.flamingpear.com) for Photoshop/Paint Shop Pro. The basket weave
is one of my own presets and the golden frame color is one I found on the
'net. I just put one over the other (white area, basketweave, then again with
gold). I normally add drop shadow for frames.

I'm so used to "framing" my objects for two reasons: One being that I frequent
alt.binaries.comp-graphics which is 2D and 3D art and I like to keep the
images small, and picture-like, and two - I like to have it look like
something for a gallery (ie. my art gallery found at my site :) I have to get
with it and update the gallery, too, and add my models I made.


--

Tika

Tika's Graphics: http://www.5thpower.com/tika/


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From: Tika
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 14:11:24
Message: <37fa3f4c@news.povray.org>
Bob Hughes <inv### [at] aolcom> wrote in message
news:37f950f7@news.povray.org...
> 'ambient', if too high (1 max is typical, 0.1 is default) will tend to
> flatten the colors on shapes and leave you without enough contrast.  Same
> can happen if adding 'no_shadow' to the object or 'shadowless' to your
> light.  Takes some learning time, just keep at it.  The variations are so
> endless that unless you use defaults you could end up with anything
> practically.

Well, I never set any 'ambient' in the picture that I know of... I just used
defaults that came up when I inserted code from the code menu or made myself.
I'll have to experiement with ambient to see what it does to the picture.

> If by "shine" you mean let the light shine off of it like a reflected glare,
> that can be tough since it gets based upon orientation of all three things,
> camera, light and object.  You have to think in terms of real world
> instances of things and position accordingly.  Other than that, by varying
> the 'roughness' for 'specular' you can change how much and how wide a
> surface area gets affected.

Ah, ok. I'm thinking, I want the treehouse roof, house, hole and perch to look
like painted wood, and the post to look like painted rough metal (you know,
the kind of posts with little dimples in it :) I think I'll try and make my
own textures (not image maps :) for that - if I learn how to make textures,
that is. <G>

> Btw, please don't put a black 'disc' on there for the openings, okay?  : )

I don't want to either. :) I wanted the hole to look real - like you can peer
into it, so I think I'll leave the hole as is. After all, a real birdhouse
actually has a *hole* in it, so thus should my model, IMHO.


--

Tika

Tika's Graphics: http://www.5thpower.com/tika/


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From: Tika
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 14:11:25
Message: <37fa3f4d@news.povray.org>
Jerome M. BERGER <jbe### [at] enstfr> wrote in message
news:37F95350.975D0136@enst.fr...

> Bob Hughes wrote:
>> Btw, please don't put a black 'disc' on there for the openings, okay?  : )

> OTOH you could difference a box inside: right now it looks like a solid
> box with a circular hole rather than an empty box with a circular
> opening...

Oh, NOW I see what you're saying... I think instead of the cube I made up in
sPatch, I will use some planes to make a hollow box intead. That'll be
tricky - not sure if POV-Ray has square surfaces that can be put together.


--

Tika

Tika's Graphics: http://www.5thpower.com/tika/


Post a reply to this message

From: Jerome M  BERGER
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 14:24:06
Message: <37FA423A.38626F35@enst.fr>
Tika wrote:
> 
> Jerome M. BERGER <jbe### [at] enstfr> wrote in message
> news:37F95350.975D0136@enst.fr...
> 
> > Bob Hughes wrote:
> >> Btw, please don't put a black 'disc' on there for the openings, okay?  : )
> 
> > OTOH you could difference a box inside: right now it looks like a solid
> > box with a circular hole rather than an empty box with a circular
> > opening...
> 
> Oh, NOW I see what you're saying... I think instead of the cube I made up in
> sPatch, I will use some planes to make a hollow box intead. That'll be
> tricky - not sure if POV-Ray has square surfaces that can be put together.
> 
> --
> 
> Tika
> 
> Tika's Graphics: http://www.5thpower.com/tika/

	I'm not sure planes would do what you want: plane are actually solid
object, not surfaces, in POV: one side is "inside" and the other is
"outside" so if you difference a cylinder from a plane you won't get a
hole that allows you to see what's on the other side, but you'll get the
same kind of hole you already have with your box. I believe the easiest
way to get what you want is to difference a slightly smaller box from
the birdhouse:

difference {
  box { -1, 1 }
  box { -0.9, 0.9 }
  cylinder { 0, x, 0.3 }
  pigment { color Yellow }
}

		Jerome

-- 
*******************************

* they'll tell you what can't * mailto:ber### [at] inamecom
* be done and why...          * http://www.enst.fr/~jberger
* Then do it.                 *
*******************************


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From: Ken
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 14:37:00
Message: <37FA4542.8DC01535@pacbell.net>
Tika wrote:

> > OTOH you could difference a box inside: right now it looks like a solid
> > box with a circular hole rather than an empty box with a circular
> > opening...
> 
> Oh, NOW I see what you're saying... I think instead of the cube I made up in
> sPatch, I will use some planes to make a hollow box intead. That'll be
> tricky - not sure if POV-Ray has square surfaces that can be put together.
> 
> --
> 
> Tika

Here is an example of "differencing" one object from another as was
suggested before. Triangles may not work well for your application
because they have no thickness plus you cannot cut a hole through
the face of a triangle so modelling the hole would be a real problem.
While a plane may be ok for making a box I think you will be much
better off if you spend some time learning how to use the box object
instead. It is one of the most important objects in POV-Ray and if
you don't spend some time with the basics you will never get anywhere
with the program.

In this example the first box is the shell of the bird house, the second
box is used to hollow it out, and the cylinder is used to cut the hole
in the face of the house. I added a simple camera and light source so
that you can render it to see how effective it is.

camera{ location<-1.5,0,-5>look_at 0}
light_source {<-20,0,-50>rgb 1}

difference {
             box {  -1, 1 }
             box { -.9,.9 }
        cylinder { < 0, 0,-1.1>,<0,0,-.75>,.3}
          pigment{ rgb 1}
}

Enjoy,

-- 
Ken Tyler
1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html


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From: Bob Hughes
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 17:08:42
Message: <37fa68da@news.povray.org>
Glad a couple people caught this in time (hopefully).  May as well use that
'disc' with a black 'pigment' on there if using just planes for box sides,
unless they are CSG'd together right (I think).

Bob

Ken <tyl### [at] pacbellnet> wrote in message
news:37FA4542.8DC01535@pacbell.net...
>
>
> Tika wrote:
>
> > > OTOH you could difference a box inside: right now it looks like a
solid
> > > box with a circular hole rather than an empty box with a circular
> > > opening...
> >
> > Oh, NOW I see what you're saying... I think instead of the cube I made
up in
> > sPatch, I will use some planes to make a hollow box intead. That'll be
> > tricky - not sure if POV-Ray has square surfaces that can be put
together.
> >
> > --
> >
> > Tika
>
> Here is an example of "differencing" one object from another as was
> suggested before. Triangles may not work well for your application
> because they have no thickness plus you cannot cut a hole through
> the face of a triangle so modelling the hole would be a real problem.
> While a plane may be ok for making a box I think you will be much
> better off if you spend some time learning how to use the box object
> instead. It is one of the most important objects in POV-Ray and if
> you don't spend some time with the basics you will never get anywhere
> with the program.
>
> In this example the first box is the shell of the bird house, the second
> box is used to hollow it out, and the cylinder is used to cut the hole
> in the face of the house. I added a simple camera and light source so
> that you can render it to see how effective it is.
>
> camera{ location<-1.5,0,-5>look_at 0}
> light_source {<-20,0,-50>rgb 1}
>
> difference {
>              box {  -1, 1 }
>              box { -.9,.9 }
>         cylinder { < 0, 0,-1.1>,<0,0,-.75>,.3}
>           pigment{ rgb 1}
> }
>
> Enjoy,
>
> --
> Ken Tyler
> 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html


Post a reply to this message

From: Bob Hughes
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 17:13:12
Message: <37fa69e8@news.povray.org>
'normal' is what you need to look into then for causing some surface changes
which will then be made more visible by the 'specular' or 'phong'
highlighting.

Crash course POV-Ray Instructor,
Bob (aka computer-crash Bob) j/k!

Tika <sum### [at] hotmailcom> wrote in message
news:37fa3f4c@news.povray.org...
> Bob Hughes <inv### [at] aolcom> wrote in message
> news:37f950f7@news.povray.org...
> > 'ambient', if too high (1 max is typical, 0.1 is default) will tend to
> > flatten the colors on shapes and leave you without enough contrast.
Same
> > can happen if adding 'no_shadow' to the object or 'shadowless' to your
> > light.  Takes some learning time, just keep at it.  The variations are
so
> > endless that unless you use defaults you could end up with anything
> > practically.
>
> Well, I never set any 'ambient' in the picture that I know of... I just
used
> defaults that came up when I inserted code from the code menu or made
myself.
> I'll have to experiement with ambient to see what it does to the picture.
>
> > If by "shine" you mean let the light shine off of it like a reflected
glare,
> > that can be tough since it gets based upon orientation of all three
things,
> > camera, light and object.  You have to think in terms of real world
> > instances of things and position accordingly.  Other than that, by
varying
> > the 'roughness' for 'specular' you can change how much and how wide a
> > surface area gets affected.
>
> Ah, ok. I'm thinking, I want the treehouse roof, house, hole and perch to
look
> like painted wood, and the post to look like painted rough metal (you
know,
> the kind of posts with little dimples in it :) I think I'll try and make
my
> own textures (not image maps :) for that - if I learn how to make
textures,
> that is. <G>
>
> > Btw, please don't put a black 'disc' on there for the openings, okay?
 : )
>
> I don't want to either. :) I wanted the hole to look real - like you can
peer
> into it, so I think I'll leave the hole as is. After all, a real birdhouse
> actually has a *hole* in it, so thus should my model, IMHO.
>
>
> --
>
> Tika
>
> Tika's Graphics: http://www.5thpower.com/tika/
>
>


Post a reply to this message

From: Bob Hughes
Subject: Re: Garden - Work in Progress
Date: 5 Oct 1999 17:22:08
Message: <37fa6c00@news.povray.org>
Real neat place there, I checked out most of the images.  If you have a
monitor like my old 486 PC had it would explain why you generally have
brighter, and thus faded pictures compared to what I'm seeing here on this
current one.
Always hard to tell if it's intentional or out of neccessity when the
pictures are light or dark.

Bob

Tika <sum### [at] hotmailcom> wrote in message
news:37fa3f4a@news.povray.org...
> Bob Hughes <inv### [at] aolcom> wrote in message
> news:37f948f2@news.povray.org...
>
> > I hadn't even considered the frame being 2D the dop shadow might have
been a
> > tip-off but you have good area light shadows in the picture besides too,
> > unless of course you were post-processing on those also.
>
> I don't think I did any post-processing of the lighting. Sometimes I do
adjust
> gamma and brightness but this one I didn't have to. The frame is two Blade
Pro
> Presets (www.flamingpear.com) for Photoshop/Paint Shop Pro. The basket
weave
> is one of my own presets and the golden frame color is one I found on the
> 'net. I just put one over the other (white area, basketweave, then again
with
> gold). I normally add drop shadow for frames.
>
> I'm so used to "framing" my objects for two reasons: One being that I
frequent
> alt.binaries.comp-graphics which is 2D and 3D art and I like to keep the
> images small, and picture-like, and two - I like to have it look like
> something for a gallery (ie. my art gallery found at my site :) I have to
get
> with it and update the gallery, too, and add my models I made.
>
>
> --
>
> Tika
>
> Tika's Graphics: http://www.5thpower.com/tika/
>
>


Post a reply to this message

From: Tika
Subject: Re: Garden - Work in Progress
Date: 6 Oct 1999 18:44:15
Message: <37fbd0bf@news.povray.org>
Jerome M. BERGER <jbe### [at] enstfr> wrote in message
news:37FA423A.38626F35@enst.fr...

> I'm not sure planes would do what you want: plane are actually solid
> object, not surfaces, in POV: one side is "inside" and the other is
> "outside" so if you difference a cylinder from a plane you won't get a
> hole that allows you to see what's on the other side, but you'll get the
> same kind of hole you already have with your box. I believe the easiest
> way to get what you want is to difference a slightly smaller box from
> the birdhouse:

I was just thinking the same before I checked my messages. :) I'll try out
your code - thanks.

--

Tika

Tika's Graphics: http://www.5thpower.com/tika/


Post a reply to this message

From: Tika
Subject: Re: Garden - Work in Progress
Date: 6 Oct 1999 18:44:16
Message: <37fbd0c0@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote in message
news:37FA4542.8DC01535@pacbell.net...

> better off if you spend some time learning how to use the box object
> instead. It is one of the most important objects in POV-Ray and if
> you don't spend some time with the basics you will never get anywhere
> with the program.

Thanks... I forgot about the box object - I had used it some while doing some
of the POV Tutorials. Thanks for the code too... I'll try this out.


--

Tika

Tika's Graphics: http://www.5thpower.com/tika/


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