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Well, you may have enough from this scene, but I could not resist to model a
dagger an throw it in it.
There are still some flaws in the scene, and it would be nice if someone
could help me understand how to avoid them in future scenes:
- The candle has this half-circle on the wax, right beyond the upper edge.
First I thought it would be an CSG-Problem or maybe the container of the
flame-media. Now I think its the phong of the hotwax Bob suggested - but
produces a shadowless light_source a phong? Or does it come from the
area_light "in" the flame? How much stretches such an area_light? One unit?
And if so, how can I control that (scale, using y/2 as vector)?
- The Gem in the dagger is ruby glass from the glass.inc filled with
emitting media. There is a dimmer part at the bottom end. It is probably due
to csg with one of the other elements of the union, or of the blade, which
is also unioned with the handle. Maybe merge would help, but how does Pov
determine, which texture to use "in the deep", when an hollow object is
unioned or merged with a non-hollow object? Do I have to cut a hole in the
union before I can fill that with another hollow or somewhat transparent
object? Or do I miss something obvious?
- The scene takes forever now, after I put the dagger in it. This is
probably because of the torii cut out of the reflecting metal, which makes
the ray "bounce" a while in them, isn't it?
Marc-Hendrik
Post a reply to this message
Attachments:
Download 'feder.jpg' (93 KB)
Preview of image 'feder.jpg'
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It's very impressive, except that the viewing angle is to high (or too
low) the dagger looks unnatural because of this. try fiddling with
prespective stuff and see.
Marc-Hendrik Bremer wrote:
>
> Well, you may have enough from this scene, but I could not resist to model a
> dagger an throw it in it.
>
> There are still some flaws in the scene, and it would be nice if someone
> could help me understand how to avoid them in future scenes:
>
> - The candle has this half-circle on the wax, right beyond the upper edge.
> First I thought it would be an CSG-Problem or maybe the container of the
> flame-media. Now I think its the phong of the hotwax Bob suggested - but
> produces a shadowless light_source a phong? Or does it come from the
> area_light "in" the flame? How much stretches such an area_light? One unit?
> And if so, how can I control that (scale, using y/2 as vector)?
>
> - The Gem in the dagger is ruby glass from the glass.inc filled with
> emitting media. There is a dimmer part at the bottom end. It is probably due
> to csg with one of the other elements of the union, or of the blade, which
> is also unioned with the handle. Maybe merge would help, but how does Pov
> determine, which texture to use "in the deep", when an hollow object is
> unioned or merged with a non-hollow object? Do I have to cut a hole in the
> union before I can fill that with another hollow or somewhat transparent
> object? Or do I miss something obvious?
>
> - The scene takes forever now, after I put the dagger in it. This is
> probably because of the torii cut out of the reflecting metal, which makes
> the ray "bounce" a while in them, isn't it?
>
> Marc-Hendrik
>
> ------------------------------------------------------------------------
> Name: FEDER.jpg
> FEDER.jpg Type: JPEG Image (image/jpeg)
> Encoding: base64
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Great atmosphere, and some nice modelling work. Maybe
the gama is set a bit too bright, I get a grey flat space
on the bricks in front of the candel... No now that I've
brightened it a bit I see it's a map on the ground, so
brighten it a bit but take the ambient out of the dark
green part of the map if there is any, it seems to
jump out/stand up out of the scene.
--
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
10:36pm up 2 days, 9:29, 1 user, load average: 2.04, 2.13, 2.06
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Fine here, nothing wrong with any of it.
Bob
"Steve" <sjl### [at] ndirectcouk> wrote in message
news:slr### [at] zero-ppslocaldomain...
| Maybe
| the gama is set a bit too bright, I get a grey flat space
| on the bricks in front of the candel... No now that I've
| brightened it a bit I see it's a map on the ground, so
| brighten it a bit but take the ambient out of the dark
| green part of the map if there is any, it seems to
| jump out/stand up out of the scene.
Post a reply to this message
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"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:39303238@news.povray.org...
| Well, you may have enough from this scene, but I could not resist to model a
| dagger an throw it in it.
Not me. I still like it.
| - The candle has this half-circle on the wax, right beyond the upper edge.
| First I thought it would be an CSG-Problem or maybe the container of the
| flame-media. Now I think its the phong of the hotwax Bob suggested - but
| produces a shadowless light_source a phong? Or does it come from the
| area_light "in" the flame? How much stretches such an area_light? One unit?
| And if so, how can I control that (scale, using y/2 as vector)?
Guessing it might be filtering in the pigment and so this could be a sphere cutaway
showing up if you did a CSG difference to remove the upper part of the candle stick. ?
maybe ?
Hmmm, and if neither filtered candle pigment nor a CSG difference exist very likely
it's
a problem with the flame media container, as you suspected before. It isn't a
highlighting problem anyhow. Since you obviously use two media in this scene it could
be that they are not mixing well. Something Chris Huff had told me about my tornado
renders. Other things to watch out for is mixing fog with transparent objects, media
or
otherwise, since that can cause visible object that should be invisible. Anyway, try
raising the 'samples' for the media(s) and so a selective region render on just that
part of this scene for a quicker check.
area_light just uses a distance vector, or size, same (or much the same) as box does.
| - The Gem in the dagger is ruby glass from the glass.inc filled with
| emitting media. There is a dimmer part at the bottom end. It is probably due
| to csg with one of the other elements of the union, or of the blade, which
| is also unioned with the handle. Maybe merge would help, but how does Pov
| determine, which texture to use "in the deep", when an hollow object is
| unioned or merged with a non-hollow object? Do I have to cut a hole in the
| union before I can fill that with another hollow or somewhat transparent
| object? Or do I miss something obvious?
Best thing to do is use the object you are embedding as a CSG difference first, then
place the object (ruby in this case) again as union.
| - The scene takes forever now, after I put the dagger in it. This is
| probably because of the torii cut out of the reflecting metal, which makes
| the ray "bounce" a while in them, isn't it?
Partly right. Mainly only because of reflection probably. The torii differencing
isn't
going to be all that slow itself.
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From: Marc-Hendrik Bremer
Subject: Re: Fantasy Map again (92,4 kbbu)
Date: 28 May 2000 07:11:01
Message: <3930fec5@news.povray.org>
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Thanks!
Uhm ... should have listen to my wife, she said just the same ... but after
dozens of renders with the dagger rotated in all three axis, I had not the
patience to try other angels.
Marc-Hendrik
Lewis schrieb in Nachricht <393050A7.7D73C74B@netvision.net.il>...
>It's very impressive, except that the viewing angle is to high (or too
>low) the dagger looks unnatural because of this. try fiddling with
>prespective stuff and see.
Post a reply to this message
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From: Marc-Hendrik Bremer
Subject: Re: Fantasy Map again (92,4 kbbu)
Date: 28 May 2000 08:04:36
Message: <39310b54@news.povray.org>
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Steve schrieb ...
>Great atmosphere, and some nice modelling work.
Many thanks!
> Maybe
>the gama is set a bit too bright, I get a grey flat space
>on the bricks in front of the candel... No now that I've
>brightened it a bit I see it's a map on the ground, so
>brighten it a bit but take the ambient out of the dark
>green part of the map if there is any, it seems to
>jump out/stand up out of the scene.
Bricks, he? I don't understand this gamma problem. Rick[Kitty5] just said
the same about my last posted picture. So I threw some 7% more light in the
scene. Is it possible that Jpeg saves gamma info? Does another common
format?
I tried rendering the "brilliant.pov"-scene of Sigmund Kyrre Aas and it came
out much darker than the posted version of him - hm, what does that mean?
Does it mean anything? It remained darker after I gamma-corrected it in
Picture Publisher.
And why is it okay for some and to dark for others?
Confused,
Marc-Hendrik
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From: Marc-Hendrik Bremer
Subject: Re: Fantasy Map again (92,4 kbbu)
Date: 28 May 2000 08:22:19
Message: <39310f7b@news.povray.org>
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Bob Hughes schrieb in Nachricht <3930b782@news.povray.org>...
>Guessing it might be filtering in the pigment and so this could be a sphere
cutaway
>showing up if you did a CSG difference to remove the upper part of the
candle stick. ?
>maybe ?
For sure! But without the cut, the candle looks bad - and without the
filtering also. Is there anything that could be done against it?
Marc-Hendrik
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Raising 'max_trace_level' in 'global_settings' is about all I can suggest.
If that is indeed the trouble.
Bob
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:39310f7b@news.povray.org...
| Bob Hughes schrieb in Nachricht <3930b782@news.povray.org>...
|
| >Guessing it might be filtering in the pigment and so this could be a sphere
| cutaway
| >showing up if you did a CSG difference to remove the upper part of the
| candle stick. ?
| >maybe ?
|
|
| For sure! But without the cut, the candle looks bad - and without the
| filtering also. Is there anything that could be done against it?
|
| Marc-Hendrik
|
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