POV-Ray : Newsgroups : povray.binaries.images : YAHI Server Time
3 Oct 2024 17:16:38 EDT (-0400)
  YAHI (Message 1 to 7 of 7)  
From: TonyB
Subject: YAHI
Date: 10 Oct 1999 13:25:55
Message: <3800cc23@news.povray.org>
Yet Another Hallway Image... I know, I know, there are too many of them, but
I just can't help myself, they are so fun to make. =)

Anyway, this concept came from Episode I and their ever-so-cool hallways. It
diverged quite a bit, and as you can see, not only became a hallway, but
also an experiment at working exclusively with image_maps. (Forgive me
POVers, for I have sinned...) What do you think of it?

PS: This uses UVPOV. I'm waiting for it to fuse with the SuperPatch and
MiniPatch to add some much needed features. The lighting is temporary.
Muuust... uuuse... meeedia... :)

PS2: B.U. means before upload.


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From: TonyB
Subject: YAHI (<130kb B.U.)
Date: 10 Oct 1999 13:27:54
Message: <3800cc9a@news.povray.org>
Enjoy. =)


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Attachments:
Download 'yahi.jpg' (127 KB)

Preview of image 'yahi.jpg'
yahi.jpg


 

From: Mick Hazelgrove
Subject: Re: YAHI (<130kb B.U.)
Date: 10 Oct 1999 13:41:04
Message: <3800cfb0@news.povray.org>
Now this has possibilities

Mick

TonyB <ben### [at] panamaphoenixnet> wrote in message
news:3800cc9a@news.povray.org...
> Enjoy. =)
>
>
>


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From: TonyB
Subject: Re: YAHI (<130kb B.U.)
Date: 10 Oct 1999 13:44:19
Message: <3800d073@news.povray.org>
Such as?


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From: Margus Ramst
Subject: Re: YAHI (<130kb B.U.)
Date: 10 Oct 1999 14:50:06
Message: <3800DF9B.7D7F1757@peak.edu.ee>
Reminds me a bit of the first level of Quake 2...
And I was just about to ask how you did the textures :)

Margus

TonyB wrote:
> 
> Enjoy. =)
> 
>  [Image]


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From: TonyB
Subject: Re: YAHI (<130kb B.U.)
Date: 10 Oct 1999 18:18:59
Message: <380110d3@news.povray.org>
>Reminds me a bit of the first level of Quake 2...

Great game... excellent late-night material... good nightmares... it may
have partially (subconsiously) inspired this in conjunction with Star Wars.

>And I was just about to ask how you did the textures :)

Well, like I said, I used only image_maps, no patterns here. For the columns
I averaged different colors with the same texture. The bottom of the columns
(fat part) is UV mapped. The upper parts of the columns were created by
making each individual face (x and z only, as y isn't visible) and texturing
the group afterwards. By using some turbulence, it doesn't look exactly the
same from one column to the next. All textures are 1/9 reflective. The
background is a plane with the texture scaled and translated into a precise
location. I used some matrix for shearing/skewing.

I plan to add some dust in the air for the final version, with some light
coming in through the windows on the left, maybe after framing them. I also
want to add some reflective caustics to illuminate the scene a little
better. Oh, and I want to use fresnel reflection on the floor. I'm not 100%
happy with the textures and still have some more work to do on them, perhaps
adding some decorations on the walls. Maybe some celtic knots. What should I
add to fill up space? Plants? Perhaps someone could provide me with a
pre-posed humanoid that is staring out the window. How about a spacecraft
flying by the opening at the end.


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From: Glenn Bech
Subject: Re: YAHI (<130kb B.U.)
Date: 10 Oct 1999 22:22:27
Message: <380149e3@news.povray.org>
Good!

Looks pretty good so far to me. The only thing i find a little strange is
the
"reflection" of the door in the roof right above it, the stone texture seems
kind of rough and not the kind that would reflect ... But thats MO...

Very nice work on the "blocks" of rock, it makes the scene seem more
realistic.

I also have to agree with mr. Ramst that It looks like a Quake or Unreal
scene,
which is not entirely good since they "raytrace" at 20+ frames pr. sec, but
youll probably keep working on it so... This also happened to me once I
started
modelling a futuristic prison complex, and I couldnt get the "inspiration"
to
modell all the details that would separate my image from a screenshot of
QuakeII...


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