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From: cadman
Subject: Lamp shade, Part II
Date: 27 Jan 2000 21:11:45
Message: <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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Attachments:
Download 'room_bi4.jpg' (28 KB)

Preview of image 'room_bi4.jpg'
room_bi4.jpg


 

From: mr art
Subject: Re: Lamp shade, Part II
Date: 27 Jan 2000 21:32:57
Message: <3890FFF9.5188BE58@gci.net>
Looks clean and clear to me.

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]

-- 
Mr. Art

"Often the appearance of reality is more important 
than the reality of the appearance."
Bill DeWitt 2000


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From: David Fontaine
Subject: Re: Lamp shade, Part II
Date: 27 Jan 2000 22:06:10
Message: <389104E5.64C76FB8@faricy.net>
> 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.

Glad to see you got it fixed :-)

--
Homepage: http://www.faricy.net/~davidf/
___     ______________________________
 | \     |_       <dav### [at] faricynet>
 |_/avid |ontaine      <ICQ 55354965>


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From: Bob Hughes
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 00:18:18
Message: <3891269a@news.povray.org>
The room is literally going to shimmer when animated if your camera moves.  A
side effect of having small patterns like those in the doors, walls, carpet.
Might help if 'jitter' is set to 0.0 but I wouldn't count on it too much.
Good going on the lights and room in general.  The doorknobs seem awfully tiny
to me.

Bob

"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: Rick [Kitty5]
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 05:12:03
Message: <38916b73@news.povray.org>
"Bob Hughes" <omn### [at] hotmailcom?subject=PoV-News:> wrote in message
news:3891269a@news.povray.org...
> The room is literally going to shimmer when animated if your camera moves.
A
> side effect of having small patterns like those in the doors, walls,
carpet.
> Might help if 'jitter' is set to 0.0 but I wouldn't count on it too much.
> Good going on the lights and room in general.  The doorknobs seem awfully
tiny
> to me.

a healthy dose of aa might fix that, you will have to render a few frames
and see....

and yes the doorknobs seem tiny to me to.. (glad to see that weird shadow
has gone, looks much better), is there any rad used?

Rick


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From: Jay Raney
Subject: Re: Lamp shade, Part II
Date: 28 Jan 2000 13:11:33
Message: <389116CC.3D4FD545@usit.net>
Looks good. I'd like to see it with radiosity, and I agree with Rick a little
AA would probably help.
Reminds me of a bathroom scene I once worked on. :)
Jay Raney

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: 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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