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> Better?
>
Definitely.
But the hull looks too much like plastic ( too withe'ish'). Maybe darken
the color and decrease the roughness or increase the phong_size
somewhat.
>
> ZK
> http://www.povplace.be.tf
>
> [Image]
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In article <397### [at] yahoocom>, ryan constantine
<rco### [at] yahoocom> wrote:
> do you have light fading set to two? you should as it models real
> light.
Since this is a space craft, and the nearest source of light is probably
a sun, light fading probably wouldn't make a noticeable difference. The
falloff curve would be so flat at this distance that there would be very
little difference in the intensity of light at each end of the ship.
However, lights on the ship itself could certainly benefit from this...
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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> Better?
Quite. Now animate it. :)
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ryan constantine <rco### [at] yahoocom> schreef in berichtnieuws
397### [at] yahoocom...
> do you have light fading set to two? you should as it models real
I have no light fading. I don't really think it's needed here.
> light. also, if you use only one fill light, say between the planet and
My fill light is as far as my main light. I think it gives a better
lighting. More even.
> the ship, and also use radiosity, you should be able to see okay into
I think radiosity would only slow things down. And with the fill lights I
used, I don't think I need radiosity.
(3 fill lights)
> the shadows. which renderer do you use? if you use megapov, you can
> use light groups and exclude your fill lights from affecting the planet.
I used light groups. If I didn't, the planet would have looked all blue :-)
ZK
http://www.povplace.be.tf
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Chris Huff <chr### [at] maccom> schreef in berichtnieuws
chrishuff-052260.17414217072000@news.povray.org...
> In article <397### [at] yahoocom>, ryan constantine
> <rco### [at] yahoocom> wrote:
>
> > do you have light fading set to two? you should as it models real
> > light.
>
> Since this is a space craft, and the nearest source of light is probably
> a sun, light fading probably wouldn't make a noticeable difference. The
> falloff curve would be so flat at this distance that there would be very
> little difference in the intensity of light at each end of the ship.
>
> However, lights on the ship itself could certainly benefit from this...
There aro no lights on the ship. The Falcon has very few lights. There are
two on the forward mandibles, and some on the bottom, but I think that's
all.
ZK
http://www.povplace.be.tf
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39737B30.F04652D2@club-internet.fr...
> Definitely.
> But the hull looks too much like plastic ( too withe'ish'). Maybe darken
> the color and decrease the roughness or increase the phong_size
> somewhat.
The Falcon is really very white. And there are no specular hightlights, so
decreasing the roughness wouldn't do anything.
ZK
http://www.povplace.be.tf
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Tony[B] <ben### [at] panamac-comnet> schreef in berichtnieuws
39739ce9@news.povray.org...
> > Better?
>
> Quite. Now animate it. :)
At 5h per frame? Not until I have a Pentium IV 2GHz!
ZK
http://www.povplace.be.tf
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On Mon, 17 Jul 2000 00:45:47 +0200, Zeger Knaepen wrote:
>Better?
>
A real beauty.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
1:38am up 3 days, 4 min, 2 users, load average: 1.65, 1.24, 1.08
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I like the prismatic affect on the right lower corner of the exhaust
glow..,
Kari Kivisalo wrote:
> Zeger Knaepen wrote:
> > I'll make the exhaust less obvious.
>
> Some turbulence would be nice.
>
> K.K.
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Sweet!
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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