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2 Oct 2024 06:28:02 EDT (-0400)
  Tommy (Message 1 to 10 of 10)  
From: Peter Cracknell
Subject: Tommy
Date: 5 Jun 2000 16:59:22
Message: <393c14aa@news.povray.org>
I got bored and wanted to model something new, something fresh (no pun
intended) and though the structure isn't that complex thought that it would
be quite a task for myself, which it was the main being making good glass.
I hope to eventually put water into it, but I can't be bothered at the
moment its not top of the priorities.  My major aim is to get the glass
looking good, I taught myself the basics of photons, got bored waiting for
low res, low quality test renders with little difference and gave up (though
I know how nice they can be!!).  Anyway I've just looked back my texture was
ior 1.5 (is that good or bad?), pure white (ie full colour) and filter 0.85
(I wanted to actually see it, was this a good idea), transparency 0 (I dont
understand the different between filter and transparency), ambience 0.6
(though the glass in the library had this on 0, I thought that looked silly)
diffuse 0 etc etc.  Anytips on improving the texture and/or the 5 hour
rendering time (at 800*600).  All comments appreciated

Peter Cracknell

www.petecracknell.co.uk


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Attachments:
Download 'tommyone.jpg' (65 KB)

Preview of image 'tommyone.jpg'
tommyone.jpg


 

From: Andre
Subject: Re: Tommy
Date: 5 Jun 2000 17:53:46
Message: <393c216a@news.povray.org>
Good model.

> ior 1.5 (is that good or bad?), pure white (ie full colour) and filter
0.85
> (I wanted to actually see it, was this a good idea), transparency 0 (I
dont
> understand the different between filter and transparency), ambience 0.6

Filter means that the light that goes through it will have the objects
color.  transparency means the light will remain in its original color.
(Filter is better for glasses)
ambient of .6 seems a little high.  an ambient of 0 gives the glass a more
realistic look if the lights are well positioned.   Also, give it some
reflection (like .2)  You might want a transparency of .9 or higher.

Photons would make a major difference in this.  try givining it about 2000
photons shot.
I'm not very good in photons myself, so if anyone else could help???

That's all I can think of.
BTW, how was it modeled??

Andre de Avillez


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From: Peter Cracknell
Subject: Re: Tommy
Date: 5 Jun 2000 17:59:30
Message: <393c22c2@news.povray.org>
Ta, I'll have a little play with those settings and maybe even photons again
(I use Moray, its annoying exporting to use MegaPOV features).  It was
modelled in SPatch, I think that between Spatch and Moray almost anything
can be modelled (except recursive objects, which is done in POV or good
animation, which from my experience just isn't done at all)

Pete

www.petecracknell.co.uk

Andre <nania> wrote in message news:393c216a@news.povray.org...
> Good model.
>
> > ior 1.5 (is that good or bad?), pure white (ie full colour) and filter
> 0.85
> > (I wanted to actually see it, was this a good idea), transparency 0 (I
> dont
> > understand the different between filter and transparency), ambience 0.6
>
> Filter means that the light that goes through it will have the objects
> color.  transparency means the light will remain in its original color.
> (Filter is better for glasses)
> ambient of .6 seems a little high.  an ambient of 0 gives the glass a more
> realistic look if the lights are well positioned.   Also, give it some
> reflection (like .2)  You might want a transparency of .9 or higher.
>
> Photons would make a major difference in this.  try givining it about 2000
> photons shot.
> I'm not very good in photons myself, so if anyone else could help???
>
> That's all I can think of.
> BTW, how was it modeled??
>
> Andre de Avillez
>
>
>
>
>


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From: DougE
Subject: Re: Tommy
Date: 5 Jun 2000 18:20:32
Message: <393c27b0$1@news.povray.org>
The writing on the backside of the bottle should be reversed, but other than
that it looks great.

-Doug Eichenberg


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From: Steve
Subject: Re: Tommy
Date: 5 Jun 2000 19:42:59
Message: <slrn8joedp.6ut.sjlen@zero-pps.localdomain>
Thats weird, the image I'm working on has the word Tomy in it, no 
other words, and the word will be seen through glass. 

Nice work. You need to do something interesting with it, it's great
modelling (or coding), but it doesn't seem to say anything sat there
by itself. 


-- 
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

 12:15am  up 5 days, 23:46,  2 users,  load average: 2.10, 2.08, 2.04


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From: Bob Hughes
Subject: Re: Tommy
Date: 5 Jun 2000 22:43:20
Message: <393c6548@news.povray.org>
"Peter Cracknell" <pc### [at] lineonenet> wrote in message
news:393c22c2@news.povray.org...
| Ta, I'll have a little play with those settings and maybe even photons again
| (I use Moray, its annoying exporting to use MegaPOV features).  It was
| modelled in SPatch, I think that between Spatch and Moray almost anything
| can be modelled (except recursive objects, which is done in POV or good
| animation, which from my experience just isn't done at all)

I think it looks fine the way it is, even if somewhat different because that's
often a part of the "art" behind this stuff.
Basically what you've done there causes the background to appear washed out
more.  This reminds me of an aged glass, minus the imperfections of color
change and surface normals which would be seen.
 I'll often use pigment colors greater than 1 instead of using the ambient.

| Andre <nania> wrote in message news:393c216a@news.povray.org...
| >
| > Photons would make a major difference in this.  try givining it about 2000
| > photons shot.
| > I'm not very good in photons myself, so if anyone else could help???

If not photons at least caustics >1.

Bob


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From: Margus Ramst
Subject: Re: Tommy
Date: 6 Jun 2000 12:03:51
Message: <393D131C.1CBE4B35@peak.edu.ee>
Peter Cracknell wrote:
> 
> Anyway I've just looked back my texture was
> ior 1.5 (is that good or bad?), pure white (ie full colour) and filter 0.85
> (I wanted to actually see it, was this a good idea), transparency 0 (I dont
> understand the different between filter and transparency), ambience 0.6
> (though the glass in the library had this on 0, I thought that looked silly)
> diffuse 0 etc etc.

For glass, I usually give it ambient 0, a bit of diffuse (around 0.3) and some
brilliance (2-4), plus specular etc. IOR 1.5 is OK for glass, sometimes light
fading helps too.
There isn't much you can do about the render time, reflecting glass is
notoriously slow to render.

-- 
Margus Ramst

Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg


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From: Peter Cracknell
Subject: Re: Tommy - the reason I posted the image!
Date: 6 Jun 2000 12:05:56
Message: <393d2164@news.povray.org>
I remember my main reason for making the posting - my main problem.  If you
look at the image closely you will notice that the tommy image (after
learning how to texture using image maps and layers) is shown four times -
yes four.  I made the model within Spatch, copied, shrunk and reconnected,
making one full model, ie

n       n
| |      | |
| |      | |
| |      | |                <-- image projected
| |      | |
\ \     / /


Well sorta like that making if you imagine looking from the right (or left)
the image be shown four times, as I made a sorta thickness.  I'm sure its
been mnetioned in the past but how do I make the image be shown just once,
any ideas?

Pete


Peter Cracknell <pc### [at] lineonenet> wrote in message
news:393c14aa@news.povray.org...
> I got bored and wanted to model something new...


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From: Josh English
Subject: Re: Tommy - the reason I posted the image!
Date: 6 Jun 2000 16:48:18
Message: <393D63E1.9E0750D3@spiritone.com>
take a look at the following page:

http://www.spiritone.com/~english/cyclopedia/bottle.html

Josh.

Peter Cracknell wrote:

> I remember my main reason for making the posting - my main problem.  If you
> look at the image closely you will notice that the tommy image (after
> learning how to texture using image maps and layers) is shown four times -
> yes four.  I made the model within Spatch, copied, shrunk and reconnected,
> making one full model, ie
>
> n       n
> | |      | |
> | |      | |
> | |      | |                <-- image projected
> | |      | |
> \ \     / /

>
> Well sorta like that making if you imagine looking from the right (or left)
> the image be shown four times, as I made a sorta thickness.  I'm sure its
> been mnetioned in the past but how do I make the image be shown just once,
> any ideas?
>
> Pete
>
> Peter Cracknell <pc### [at] lineonenet> wrote in message
> news:393c14aa@news.povray.org...
> > I got bored and wanted to model something new...

--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."


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From: Peter Cracknell
Subject: Re: Tommy - the reason I posted the image!
Date: 6 Jun 2000 18:16:22
Message: <393d7836@news.povray.org>
had a quick read, seems perfect, thanks a load!

Pete

Josh English <eng### [at] spiritonecom> wrote in message
news:393D63E1.9E0750D3@spiritone.com...
> take a look at the following page:
>
> http://www.spiritone.com/~english/cyclopedia/bottle.html
>
> Josh.
>
> Peter Cracknell wrote:
>
> > I remember my main reason for making the posting - my main problem.  If
you
> > look at the image closely you will notice that the tommy image (after
> > learning how to texture using image maps and layers) is shown four
times -
> > yes four.  I made the model within Spatch, copied, shrunk and
reconnected,
> > making one full model, ie
> >
> > n       n
> > | |      | |
> > | |      | |
> > | |      | |                <-- image projected
> > | |      | |
> > \ \     / /

> >
> > Well sorta like that making if you imagine looking from the right (or
left)
> > the image be shown four times, as I made a sorta thickness.  I'm sure
its
> > been mnetioned in the past but how do I make the image be shown just
once,
> > any ideas?
> >
> > Pete
> >
> > Peter Cracknell <pc### [at] lineonenet> wrote in message
> > news:393c14aa@news.povray.org...
> > > I got bored and wanted to model something new...
>
> --
> Josh English
> eng### [at] spiritonecom
> "May your hopes, dreams, and plans not be destroyed by a few zeros."
>
>


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