POV-Ray : Newsgroups : povray.binaries.images : Stargate (10124x768, 148 KB) - stargate.jpg (0/1) Server Time
2 Oct 2024 08:16:52 EDT (-0400)
  Stargate (10124x768, 148 KB) - stargate.jpg (0/1) (Message 31 to 40 of 49)  
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From: Fabian BRAU
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 04:15:05
Message: <39586279.999A5471@umh.ac.be>
Wonderful!! I am impress.

Fabian.


> 
>  [Image]


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From: Sander
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (0/1)
Date: 27 Jun 2000 08:00:43
Message: <3958976b@news.povray.org>
I don't know about the gate itself: I never saw one before. But I like the
floor very much - what do you do to the texture to give it this natural
look? The technical objects all look very good and 'life-like' as far as
inanimate things go.
Congratulations with this great render!

--
Regards,  Sander
-----------------------------

Jeff Lee <shi### [at] gatenet> schreef in berichtnieuws
3957c5ca.3520857@news.povray.org...
> I know it's still missing a couple of details, but it's not too bad, I
> think.
>
> Rendered with unofficial OS/2 PM compile of 3.1g Linux sources.
>
>
> --
> Jeff Lee         shi### [at] gatenet         http://www.gate.net/~shipbrk/


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From: Marc-Hendrik Bremer
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 08:16:46
Message: <39589b2e@news.povray.org>
Wow ...

Marc-Hendrik


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From: Josh English
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 11:15:01
Message: <3958C51A.E8363B66@spiritone.com>
I like the composition, and the details are just fine for me, but you
might want to make the cartuches (sp?) a bit bigger and a bit more
defined.

Josh

Jeff Lee wrote:

>  [Image]

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


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From: Jeff Lee
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (0/1)
Date: 27 Jun 2000 12:59:02
Message: <3958e5e1.7082798@news.povray.org>
"Sander" <san### [at] stolscom> wrote:
>
> I don't know about the gate itself: I never saw one before. But I like the
> floor very much - what do you do to the texture to give it this natural
> look?

Here's what I used (well, I've cleaned it up a bit for readability):

  #declare T_CleanFloor = texture { /* grey-blue painted cement */
    pigment { bozo
      colour_map {
        [0 rgb <0.8875,0.8875,0.9>]
        [1 rgb <0.7000,0.7500,0.8>]
      }
      warp { turbulence 1 lambda 2 omega 0.9 }
    }
    finish { specular 0.5 roughness 0.01 }
  }

  #declare T_FloorDirt = texture { /* dark brown, non-shiny dirt */
    pigment { colour rgb <0.55,0.45,0.35> } 
  }

  #declare T_DirtyFloor = texture { bozo
    texture_map {
      [0.75 T_CleanFloor]
      [1.00 T_FloorDirt]
    }
    warp { turbulence 1 lambda 3 omega 0.95 }
    scale 10
  }

I know it could have been done with a layered texture, but that
generally seems to render more slowly, and this image takes long enough
as it is!  :-)


-- 
Jeff Lee         shi### [at] gatenet         http://www.gate.net/~shipbrk/


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From: Jeff Lee
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 13:01:40
Message: <3958eb77.8512606@news.povray.org>
"Bob Hughes" <per### [at] aolcom?subject=PoV-News:> wrote:
>
> A beaut of a model/scene/render.  The lights on the walls don't seem to
> illuminate the nearest region of wall they are attached to, which might be a
> case of texture-tweaking and light fade tweaking.

Yeah, I'm not exactly sure why that's happening.  When I do a test
render with point lights rather than area_lights, they illuminate the
walls better.



-- 
Jeff Lee         shi### [at] gatenet         http://www.gate.net/~shipbrk/


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From: Jeff Lee
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 13:02:48
Message: <3958ec10.8665572@news.povray.org>
Josh English <eng### [at] spiritonecom> wrote:
>
> I like the composition, and the details are just fine for me, but you
> might want to make the cartuches (sp?) a bit bigger and a bit more
> defined.

What do you mean by cartouches?  The glyphs on the turning ring, or the
carvings on the stationary bits?


-- 
Jeff Lee         shi### [at] gatenet         http://www.gate.net/~shipbrk/


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From: Wanda Burns
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 14:03:08
Message: <3958ec5c$1@news.povray.org>
This is a stunning image.  Very impressive. : )

Jeff Lee <shi### [at] gatenet> wrote in message
news:395### [at] mailhostgatenet...


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From: Josh English
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 14:18:48
Message: <3958F02F.F64CC71A@spiritone.com>
The ones on the turning ring are the only ones I can see. I thought the
movie called them cartouches. It's been a while since I've seen the movie.

Josh

Jeff Lee wrote:

> Josh English <eng### [at] spiritonecom> wrote:
> >
> > I like the composition, and the details are just fine for me, but you
> > might want to make the cartuches (sp?) a bit bigger and a bit more
> > defined.
>
> What do you mean by cartouches?  The glyphs on the turning ring, or the
> carvings on the stationary bits?
>
> --
> Jeff Lee         shi### [at] gatenet         http://www.gate.net/~shipbrk/

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


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From: Bob Hughes
Subject: Re: Stargate (10124x768, 148 KB) - stargate.jpg (1/1)
Date: 27 Jun 2000 15:26:15
Message: <3958ffd7@news.povray.org>
"Jeff Lee" <shi### [at] gatenet> wrote in message
news:3958eb77.8512606@news.povray.org...
| "Bob Hughes" <per### [at] aolcom?subject=PoV-News:> wrote:
| >
| > A beaut of a model/scene/render.  The lights on the walls don't seem to
| > illuminate the nearest region of wall they are attached to, which might be
a
| > case of texture-tweaking and light fade tweaking.
|
| Yeah, I'm not exactly sure why that's happening.  When I do a test
| render with point lights rather than area_lights, they illuminate the
| walls better.

Possibly self shadowing of the light fixture, but most likely is that because
each point in the array is reduced in brightness in order to remain at the
original point source intensity.  Why that would actually dim the local area
more might have something to do with what can be seen by using multiple point
lights and using a sum total of greater than 1 to achieve the same brightness
as a single rgb 1 light source.
Just speculation, of course.

Bob


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