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Hi,
I just dug up some old source files I did for a project (Les Mis :)).
This is supposed to be the Paris sewer. This particular rendering is
not the best, but it works. The sewer extends beyond this viewpoint
into 15 other points, but at about 24 hours render time each it would
take too long.
The blocks were hand positioned once, and then run through by a
#declare, appropiatley translated.
Yann
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalieeuorg
Atrus Trivalie Productions www.redshift.com/~yramin
Monterey High IT www.montereyhigh.com
ICQ 46805627
AIM oddatrus
Marina, CA
IRM Developer Network Toaster Developer
SNTS Developer KLevel Developer
(yes, this .signature is way too big)
"All cats die. Socrates is dead. Therefore Socrates is a cat."
- The Logician
THE STORY OF CREATION
In the beginning there was data. The data was without form and null,
and darkness was upon the face of the console; and the Spirit of IBM
was moving over the face of the market. And DEC said, "Let there be
registers"; and there were registers. And DEC saw that they carried;
and DEC seperated the data from the instructions. DEC called the data
Stack, and the instructions they called Code. And there was evening
and there was a maorning, one interrupt...
-- Rico Tudor
William Safire's Rules for Writers:
Remembe
Post a reply to this message
Attachments:
Download 'csewer.jpg' (73 KB)
Preview of image 'csewer.jpg'
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In article <39778583.FC867440@atrustrivalie.eu.org>, Yann Ramin
<atr### [at] atrustrivalieeuorg> wrote:
> I just dug up some old source files I did for a project (Les Mis :)).
> This is supposed to be the Paris sewer. This particular rendering is
> not the best, but it works. The sewer extends beyond this viewpoint
> into 15 other points, but at about 24 hours render time each it would
> take too long.
The render time is probably so long because of the superellipsoids...it
might go faster if you used a CSG of spheres, cylinders, and boxes...or
an isosurface.
Using isosurfaces would also allow you to make more irregularly shaped
blocks.
--
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/
Post a reply to this message
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Also, you might want to make a visible source for that light...right
now, it seems to be coming from nowhere. Maybe a flashlight poking up
through the...er, sludge. Or make it look like it is lit up by a
flashlight held by the viewer. A hint: use radiosity so the flashlight
illuminates indirectly. MegaPOV can really help in 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/
Post a reply to this message
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It is prob. just me but I think the crand on the foreground textures is a bit
too much.
--
Bye
Pabs
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I actualy did have a flashlight once (spotlight with a nice umbra).
Didn't always illuminate correctly though. The light in this frame is
supposed to simulate sunlight from the grate above.
Chris Huff wrote:
>
> Also, you might want to make a visible source for that light...right
> now, it seems to be coming from nowhere. Maybe a flashlight poking up
> through the...er, sludge. Or make it look like it is lit up by a
> flashlight held by the viewer. A hint: use radiosity so the flashlight
> illuminates indirectly. MegaPOV can really help in 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/
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalieeuorg
Atrus Trivalie Productions www.redshift.com/~yramin
Monterey High IT www.montereyhigh.com
ICQ 46805627
AIM oddatrus
Marina, CA
IRM Developer Network Toaster Developer
SNTS Developer KLevel Developer
(yes, this .signature is way too big)
"All cats die. Socrates is dead. Therefore Socrates is a cat."
- The Logician
THE STORY OF CREATION
In the beginning there was data. The data was without form and null,
and darkness was upon the face of the console; and the Spirit of IBM
was moving over the face of the market. And DEC said, "Let there be
registers"; and there were registers. And DEC saw that they carried;
and DEC seperated the data from the instructions. DEC called the data
Stack, and the instructions they called Code. And there was evening
and there was a maorning, one interrupt...
-- Rico Tudor
William Safire's Rules for Writers:
Remembe
Post a reply to this message
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Pabs wrote:
>
> It is prob. just me but I think the crand on the foreground textures is a bit
> too much.
> --
> Bye
> Pabs
Looks like it. The scary part its an internal POV texture (Granite
something or another). Anyway want the (big) source?
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalieeuorg
Atrus Trivalie Productions www.redshift.com/~yramin
Monterey High IT www.montereyhigh.com
ICQ 46805627
AIM oddatrus
Marina, CA
IRM Developer Network Toaster Developer
SNTS Developer KLevel Developer
(yes, this .signature is way too big)
"All cats die. Socrates is dead. Therefore Socrates is a cat."
- The Logician
THE STORY OF CREATION
In the beginning there was data. The data was without form and null,
and darkness was upon the face of the console; and the Spirit of IBM
was moving over the face of the market. And DEC said, "Let there be
registers"; and there were registers. And DEC saw that they carried;
and DEC seperated the data from the instructions. DEC called the data
Stack, and the instructions they called Code. And there was evening
and there was a maorning, one interrupt...
-- Rico Tudor
William Safire's Rules for Writers:
Remembe
Post a reply to this message
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Yann Ramin wrote:
>
> Hi,
>
> I just dug up some old source files I did for a project (Les Mis :)).
> This is supposed to be the Paris sewer. This particular rendering is
> not the best, but it works. The sewer extends beyond this viewpoint
> into 15 other points, but at about 24 hours render time each it would
> take too long.
>
> The blocks were hand positioned once, and then run through by a
> #declare, appropiatley translated.
>
I think the lighting looks pretty realistic, just the water looks very plain and
regular. There would be probably some waste and dirt swimming on it...
As already mentioned, the blocks could be more irregular, also in placement.
I much like the arrangement of this scene.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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it looks to uniform to me, and a bit 'grainy?'
apart from that, looking good - especially the texturing
Rick
Post a reply to this message
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