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From: Marc-Hendrik Bremer
Subject: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 21 May 2000 20:09:19
Message: <39287aaf@news.povray.org>
Hello,

if you can give me some hints how to improve this scene I would be really
glad. I would like to give it a more "dusty" and "used" look - but I have no
idea how to do so. I don't like the texture of the candles "body" (which is
just rgb 1). And I'm not sure if the composition of the scene is good (even
if the map is quite important).
Credits: The helmet is from William D. Hayden.

Thanks,

Marc-Hendrik


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feder.jpg


 

From: Bob Hughes
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 21 May 2000 20:40:14
Message: <392881ee@news.povray.org>
radiosity comes to mind.
For the candle (wax) you could use a gradient y texture map going from regular
wax to illuminated shinier wax at top.
Might be possible to use a semi-clear object around the camera which acts as a
sort of filtered lens to create both a candle flame flare and other changes to
the rest of the scene.

Bob

"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:39287aaf@news.povray.org...
|
| if you can give me some hints how to improve this scene I would be really
| glad. I would like to give it a more "dusty" and "used" look - but I have no
| idea how to do so. I don't like the texture of the candles "body" (which is
| just rgb 1). And I'm not sure if the composition of the scene is good (even
| if the map is quite important).
| Credits: The helmet is from William D. Hayden.


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From: Andre
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 21 May 2000 21:01:32
Message: <392886ec@news.povray.org>
if you want a dusty look, use a type 3 media.

the map seems kind of blocky...

also, try an ambient of 0, and another light source.

the rest looks fine

Andre de Avillez


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From: Saadat Saeed
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 03:25:35
Message: <3928DFF2.90828B15@batelco.com.bh>
I my opinion; I don't feel comfortable in the dark with only a candle light...
gives me that eeriee feeling...

Maybe you wanted this image to pass on an eeriee feeling.....

... love the image...


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From: Marc-Hendrik Bremer
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 08:18:46
Message: <392925a6$1@news.povray.org>
Hello!

Bob Hughes schrieb in Nachricht <392881ee@news.povray.org>...
>radiosity comes to mind.


Well, I turned it on by +QR and it gave me some interessting effects: the
divider and the candleholder seemed to glow (probablly because of the
ambiente-finish of the metal.inc-textures (?)). Do I have to tweak the
default settings?

>For the candle (wax) you could use a gradient y texture map going from
regular
>wax to illuminated shinier wax at top.

Oh yes, I'll try that. And one or another droblets of wax at the side.

>Might be possible to use a semi-clear object around the camera which acts
as a
>sort of filtered lens to create both a candle flame flare and other changes
to
>the rest of the scene.


I might give it a try, too.

>Bob


Thank you,

Marc-Hendrik


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From: Marc-Hendrik Bremer
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 08:18:47
Message: <392925a7$1@news.povray.org>
Hello!

Andre schrieb in Nachricht <392886ec@news.povray.org>...
>if you want a dusty look, use a type 3 media.
>

This will slow down rendering speed by far, won't it? A simple
"media{scattering{1,0.25}}" left me with all goldish spotted objects. More
intervals, confidence ...? Or might it be that there is a
"inside-outside"-problem in the scene (The background remains totally black
...). Any tutorials out there for atmospheric-media?

>the map seems kind of blocky...
>

It is. It is the map of a strategy-"play-by-mail" game I'm in and it is
already "smoothed" :-) The real Map is made out of hexagons which describe
the properties of the terrain. First I thought I should make a hightfield
out of it, but it could not be recognised easily (and was to strange to look
good). Perhaps I should give it another try ...

>also, try an ambient of 0, and another light source.

Hey, that is good! I didn't like the metal-finishes, but did not know what
to do against it. There are two light-sources in the scene: An Area_light
(x, y, 3, 3) in the candle-flame and a Point-light far away and
quite dim (Yellow/10). I'll make the later a little bit brighter to
compensate the loss of ambient-light. Or should I add another light source?

>
>the rest looks fine
>
>Andre de Avillez
>
Thanks a lot,

Marc-Hendrik


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From: Marc-Hendrik Bremer
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 08:18:48
Message: <392925a8$1@news.povray.org>
Saadat Saeed schrieb in Nachricht <3928DFF2.90828B15@batelco.com.bh>...
>I my opinion; I don't feel comfortable in the dark with only a candle
light...
>gives me that eeriee feeling...


Well, there is nothing you have to worry about. Believe me I know that there
is nothing sitting behind the camera :-)

>
>Maybe you wanted this image to pass on an eeriee feeling.....

I'm in a stadium where it is chance, which tells me what I "want" and
what I "don't want" :-) All I can do is to try something and - if it looks
promising - try to improve what comes out. Sometimes that leads to
something - often it doesn't ...


>
>... love the image...
>
I'm glad to hear that.

Thank you,

Marc-Hendrik


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From: Jerome
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 08:47:32
Message: <39292C63.AC3565B2@iname.com>
Marc-Hendrik Bremer wrote:
> This will slow down rendering speed by far, won't it? A simple
> "media{scattering{1,0.25}}" left me with all goldish spotted objects. More
> intervals, confidence ...? Or might it be that there is a
> "inside-outside"-problem in the scene (The background remains totally black
> ...). Any tutorials out there for atmospheric-media?
> 
	Answer: don't use atmospheric media! Make a big hollow
object that encloses your whole scene and put some object
media in it.

	Are you using MegaPov? If so you'll want to put the
following in your media definition:
intervals 1
samples 5, 5
method 3
	If not, you'll want to try it :))
http://www.nathan.kopp.com/patched.html

> >also, try an ambient of 0, and another light source.
> 
> Hey, that is good! I didn't like the metal-finishes, but did not know what
> to do against it. There are two light-sources in the scene: An Area_light
> (x, y, 3, 3) in the candle-flame and a Point-light far away and
> quite dim (Yellow/10). I'll make the later a little bit brighter to
> compensate the loss of ambient-light. Or should I add another light source?
> 
	I'd say add another light_source situtated at the same
place as the camera and with the shadowless keyword...

		Jerome
-- 

* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


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From: Bob Hughes
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 13:32:27
Message: <39296f2b@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:392925a6$1@news.povray.org...
|
| Well, I turned it on by +QR and it gave me some interessting effects: the
| divider and the candleholder seemed to glow (probablly because of the
| ambiente-finish of the metal.inc-textures (?)). Do I have to tweak the
| default settings?

I read that you made the ambient to be 0 (maybe), I should have suggested that
too if I knew you were using MegaPov.  Which I still don't know.  If you are,
you want a global_settings {ambient_light 0} when using the radiosity.
With reflection being used in the metals, or elsewhere for that matter, you
would want a low 'diffuse' also.
Here's something I tried just now to see how to go about roughing or enhancing
such an image.
Might not be anything worthwhile but never can be sure.

// could skip MegaPov and use official version instead, just leave parts out
#version unofficial MegaPov 0.5;

global_settings {
   assumed_gamma 2.2
   ambient_light 0
// comment or change much below here
// ini_option "+w80"
// ini_option "+h60"
 ini_option "+QR"
 ini_option "Preview_Start_Size=8"
 ini_option "Preview_End_Size=4"

   radiosity{
      count 60             // CHANGE range from 20 to 150
      nearest_count 5      // CHANGE range from 3 to 10
      error_bound 1        // CHANGE - range from 1 to 3 - should correspond
with Preview_End_Size
                            //   1 : preview_end_size = 4
                            //   3 : preview_end_size = 8
                            //   use preview_start_size = 16 (or 8 for high
quality)
                            // you can go lower than 1, but then you probably
will want to set
                            // preview_end_size to 2, which is really slow
      recursion_limit 3    // CHANGE

      low_error_factor .5  // leave this
      gray_threshold 0.0   // leave this
      minimum_reuse 0.015  // leave this
      brightness 2         // exaggerated

      max_sample 1         // CHANGE - this should be the same as the
brightest object
      adc_bailout 0.01/1   // CHANGE - use adc_bailout = 0.01 /
brightest_ambient_object
   }
}

#declare Wax=texture {pigment {rgb 1}
 finish {ambient .25 diffuse .75 phong .25 phong_size 25}}
#declare Hotwax=texture {pigment {rgbf <3,3,3,.1>}
 finish {ambient 10 diffuse .5 phong .5 phong_size 75 reflection .15}}

#declare Flame=
 sphere {0,1 scale <1,2,1>*.5
         pigment {rgbf<1,.75,.25,1>} finish {ambient .9 phong .9 phong_size
3}}

// candle
union {
 light_source { 0,<.75,.5,.25>
  looks_like {Flame}
 }
 cylinder {0,y,.5
        texture {gradient y texture_map {
                [0 Wax][1 Hotwax]
        } ramp_wave}
  scale <1,3,1> translate -4*y
 }
  translate <0,4,5>
}

// tabletop
plane {y,0 pigment {rgb <.75,.5,.25>}}

// objects
box {-1,1 pigment {rgb<.3,.6,.9>} translate <-6,1,3>}
box {-1,1 pigment {rgb<.3,.9,.6>} translate <-9,1,0>}
sphere {<7,0,-2>,3 pigment {rgb 1}}
cylinder {0,.25*y,2 pigment {rgb<.8,.85,.9>}
 finish {ambient 0 diffuse .3 reflection .6}}

// camera in media sphere

camera {
  location  <0,10,-10>
  angle 67
  look_at   2*y
// normal {granite .001 scale .001}
}

sphere {0,1 hollow no_shadow
 texture {pigment {rgbf 1.5} // >1 filter for over-saturation of highlights
  normal {granite 2 scale .02} finish {crand .2} // more imperfection
 }
 interior {
        media { method 1 // comment out for official POV-Ray
               intervals 1 samples 1,2
               absorption <.125,.25,.5>*1
          // extinction can change granularity, lower is smoother
         scattering {2,.5 extinction .75}
         density {rgb .25}
        }
  }
 translate <0,10,-10>
}

// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^


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From: Marc-Hendrik Bremer
Subject: Re: First Post - Fantasy Map (Feder.jpg 57.5 kbu)
Date: 22 May 2000 18:11:25
Message: <3929b08d@news.povray.org>
First of all: Thanks a lot!!

Sorry, that I did not mention that I use Official POV 3.1g.
I will have to try most of the global_settings tomorrow or so. By now I used
the gradient texture map for the candle (much better) and set ambient_light
0 (which looks also better).

I tried the hollow sphere around the camera - the result was at least
impressive. Looked like a grainy photograph or something like that. But it
is not the effect I'm after ... perhaps there is simply to much yellow light
in the scene, but all medias I tried (Box over the hole scene, sphere around
the cam) game out with to much gold all over the scene. Anyway, i'll work on
it. If the result gets much better, I'll post it again.

Ciao,

Marc-Hendrik


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