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From: ryan mooney
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 16:58:12
Message: <3890C1AB.9D9E6072@earthlink.net>
Door knobs...? I did not realize there were ant till i read the thread...

The carpet needs some kind of deep normal to simulate carpet nap [and shadows]

The lights look wonderful... The light in the bathroom sheds a strange pattern
on the ceiling... the wall behind the sink and mirror causes the light to make
a straight line parallel w the left wall... it should cause a triangle of
shadow in the small corner similar to the one in the right hand corner... (but
smaller.)

I have no idea how to do this maybe move the light farther out from the
wall...?

hope to see a fully antialised pict shoeing all the detail... looks great...

cadman wrote:

> Thanks for all your suggestions on Part I.  For you who have been following
> the story, here's what I did this time:
>
> rgbft <0.8, 0.85, 0.8, 0.75, 0.15>
>
> I just fiddled with f and t until it looked okay.  The bathroom light
> (fluorescent) used a higher t value (something like 0.25).  no_shadow looked
> too unreal, and I didn't want to jack with media since the final product
> will be an animation (walk-thru).  What do you think?  BTW, I'm kinda proud
> of the carpet texture.
>
>  [Image]


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From: cadman
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 18:24:07
Message: <38922517@news.povray.org>
Thanks.  Will the aa make the animation funny?  I will do radiosity

knob--I'll fix that.


cadman <NOS### [at] graffitinet> wrote in message
news:3890fae1@news.povray.org...
> Thanks for all your suggestions on Part I.  For you who have been
following
> the story, here's what I did this time:
>
> rgbft <0.8, 0.85, 0.8, 0.75, 0.15>
>
> I just fiddled with f and t until it looked okay.  The bathroom light
> (fluorescent) used a higher t value (something like 0.25).  no_shadow
looked
> too unreal, and I didn't want to jack with media since the final product
> will be an animation (walk-thru).  What do you think?  BTW, I'm kinda
proud
> of the carpet texture.
>
>
>


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From: Bob Hughes
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 18:50:15
Message: <38922b37@news.povray.org>
Well for one thing if 'jitter' is used anywhere (arealights, antialiasing) then
any animation is likely to suffer the dance of the pixels effect.
I seldom use a real fine AA for animations simply because they tend to have
enough motion that the smoothness isn't as noticeable anyway.  Making it a
faster total render time.  However lack of any AA whatsoever isn't going to stop
pixel jumping unless there are no patterns or at least none with small scale
variations.  And using some AA should help prevent the "jaggies' from jumping
somewhat too.
Pretty much the way you would think it would be.

Bob

"cadman" <NOS### [at] graffitinet> wrote in message
news:38922517@news.povray.org...
| Thanks.  Will the aa make the animation funny?  I will do radiosity

| knob--I'll fix that.
|
|
| cadman <NOS### [at] graffitinet> wrote in message
| news:3890fae1@news.povray.org...
| > Thanks for all your suggestions on Part I.  For you who have been
| following
| > the story, here's what I did this time:
| >
| > rgbft <0.8, 0.85, 0.8, 0.75, 0.15>
| >
| > I just fiddled with f and t until it looked okay.  The bathroom light
| > (fluorescent) used a higher t value (something like 0.25).  no_shadow
| looked
| > too unreal, and I didn't want to jack with media since the final product
| > will be an animation (walk-thru).  What do you think?  BTW, I'm kinda
| proud
| > of the carpet texture.
| >
| >
| >
|
|


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From: cadman
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 18:52:57
Message: <38922bd9@news.povray.org>
How much aa would you recommend ? 0.3?

Bob Hughes <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
news:38922b37@news.povray.org...
> Well for one thing if 'jitter' is used anywhere (arealights, antialiasing)
then
> any animation is likely to suffer the dance of the pixels effect.
> I seldom use a real fine AA for animations simply because they tend to
have
> enough motion that the smoothness isn't as noticeable anyway.  Making it a
> faster total render time.  However lack of any AA whatsoever isn't going
to stop
> pixel jumping unless there are no patterns or at least none with small
scale
> variations.  And using some AA should help prevent the "jaggies' from
jumping
> somewhat too.
> Pretty much the way you would think it would be.
>
> Bob
>
> "cadman" <NOS### [at] graffitinet> wrote in message
> news:38922517@news.povray.org...
> | Thanks.  Will the aa make the animation funny?  I will do radiosity

> | knob--I'll fix that.
> |
> |
> | cadman <NOS### [at] graffitinet> wrote in message
> | news:3890fae1@news.povray.org...
> | > Thanks for all your suggestions on Part I.  For you who have been
> | following
> | > the story, here's what I did this time:
> | >
> | > rgbft <0.8, 0.85, 0.8, 0.75, 0.15>
> | >
> | > I just fiddled with f and t until it looked okay.  The bathroom light
> | > (fluorescent) used a higher t value (something like 0.25).  no_shadow
> | looked
> | > too unreal, and I didn't want to jack with media since the final
product
> | > will be an animation (walk-thru).  What do you think?  BTW, I'm kinda
> | proud
> | > of the carpet texture.
> | >
> | >
> | >
> |
> |
>
>


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From: Bob Hughes
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 19:01:43
Message: <38922de7@news.povray.org>
That's a good number, especially since it's the default.  I've used 0.4
sometimes there's almost all motion in the scene (usually goes to Mpeg anyhow
which tends to blend things... your mileage may vary for type of final format).
Might be that you would want more AA (+a0.2) and less depth (+r2) or the other
way around (+a0.3 +r4).  It's really scene dependent.

Bob

"cadman" <NOS### [at] graffitinet> wrote in message
news:38922bd9@news.povray.org...
| How much aa would you recommend ? 0.3?


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From: ryan mooney
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 19:16:02
Message: <3890E1FB.680463E9@earthlink.net>
Unless the door on the right goes to a small closet it looks too small...

cadman wrote:

> Thanks for all your suggestions on Part I.  For you who have been following
> the story, here's what I did this time:
>
> rgbft <0.8, 0.85, 0.8, 0.75, 0.15>
>
> I just fiddled with f and t until it looked okay.  The bathroom light
> (fluorescent) used a higher t value (something like 0.25).  no_shadow looked
> too unreal, and I didn't want to jack with media since the final product
> will be an animation (walk-thru).  What do you think?  BTW, I'm kinda proud
> of the carpet texture.
>
>  [Image]


Post a reply to this message

From: Philip Bartol
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 19:36:46
Message: <3892361e@news.povray.org>
In article <3890fae1@news.povray.org>, "cadman" <NOS### [at] graffitinet> wrote:
>Thanks for all your suggestions on Part I.  For you who have been following
>the story, here's what I did this time:
>
>rgbft <0.8, 0.85, 0.8, 0.75, 0.15>

I'm currious, what are the finish (and normal) settings on the shade (which is 
actually a cover isn't it, sometimes referred to as a lens, like in 
fluorescent lamps)?

PHIL

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


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From: cadman
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 21:18:54
Message: <38924e0e@news.povray.org>
True, true.  the whole texture is (no normal):

#declare K_LIGHT_SHADE = texture {
        pigment { color rgbft <0.9176471, 0.8588235,
0.7411765,0.75,0.15>*<0.85,0.85,0.85,1,1> }
        finish {
                diffuse 0.99
                specular 0.8
                roughness 0.9
                reflection 0.05
        }
}

Philip Bartol <phi### [at] cleanwebnet> wrote in message
news:3892361e@news.povray.org...
> In article <3890fae1@news.povray.org>, "cadman"
<NOS### [at] graffitinet> wrote:
> >Thanks for all your suggestions on Part I.  For you who have been
following
> >the story, here's what I did this time:
> >
> >rgbft <0.8, 0.85, 0.8, 0.75, 0.15>
>
> I'm currious, what are the finish (and normal) settings on the shade
(which is
> actually a cover isn't it, sometimes referred to as a lens, like in
> fluorescent lamps)?
>
> PHIL
>
> ---------------------------------------------------


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From: cadman
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 21:19:27
Message: <38924e2f@news.povray.org>
Thanks,  I'll give it a shot and let you know what happens.

Bob Hughes <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
news:38922de7@news.povray.org...
> That's a good number, especially since it's the default.  I've used 0.4
> sometimes there's almost all motion in the scene (usually goes to Mpeg
anyhow
> which tends to blend things... your mileage may vary for type of final
format).
> Might be that you would want more AA (+a0.2) and less depth (+r2) or the
other
> way around (+a0.3 +r4).  It's really scene dependent.
>
> Bob
>
> "cadman" <NOS### [at] graffitinet> wrote in message
> news:38922bd9@news.povray.org...
> | How much aa would you recommend ? 0.3?
>
>
>


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From: Steve
Subject: Re: Lamp shade, Part II
Date: 1 Feb 2000 17:16:37
Message: <slrn89d9qh.14r.sjlen@zero-pps.localdomain>
This looks so much better.  Where's that light patch
coming from, the circular patch to the top left of 
the door, and like bob said the door knobs need
a rethink.

Keep us posted.

-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps

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