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19 Aug 2024 06:18:36 EDT (-0400)
  ocean node v2 (35k bu) (Message 11 to 18 of 18)  
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From: Ben Paschke
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 18:04:11
Message: <3A6E0E4E.9983F0D7@rsp.com.au>
Spock wrote:

> I was going to say the same thing.  Its so clean and smooth that only the
> ladder gives any hint that it is big.

I really can't wait to start on the textures - really!
I just want to get all the modelling done first.

When i'm done with it it'll be as rough as guts!

It's actually just a matte white texture and as i've been modelling i've been
playing with the radiosity and sky/sun colour schemes. It helps to get a clean
idea of how the environment is affecting the lighting...

> Without the ladder I would have guessed some sort of new Braun kitchen
> appliance:-)
>

He, he. Now there's an idea...


>
> Nice work.
>
> "Xplo Eristotle" <inq### [at] unforgettablecom> wrote in message
> news:3A6D709E.4937D8F7@unforgettable.com...
> > Ben Paschke wrote:
> > >
> > > (formerly ocean pylon)
> > > Hi folks,
> > > it has come quite a way since last time.
> > > expect to see a craft on top eventually.
> > > and i can't wait to add the barnacles around the water line!
> >
> > Very nice. You might consider roughing up the textures a little, though.
> > That thing sure does look clean...
> >
> > -Xplo


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From: Ben Paschke
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 18:07:56
Message: <3A6E0F2E.B22EFD14@rsp.com.au>
Tom Melly wrote:

>  What's going to land on it?

I don't know just yet- i'm kinda savouring the process of designing it.
Sometimes if i labour over the design of something before getting stuck
in to making it i can bore my self out of the inspiration. Gotta keep
things surprising ;)


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From: Ryan Constantine
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 19:53:25
Message: <3A6E2785.9670809F@ucdavis.edu>
Ben Paschke wrote:
> 
> but the nice colours come from a light blue sky sphere and a bright
> yellow sun.

more specifically?

nice work so far by the way.  if you are going for an industrial look,
then by all means texture away!  if you're going for a futuristic look,
then perhaps all you need to add to the main surface is a normal
texture.  either way, elements like the ladder still need texture.  i
look forward to your progress.


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From: Ben Paschke
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 20:12:05
Message: <3A6E2C44.A007E96E@rsp.com.au>
More specifically?

sky_sphere {
    pigment {
      gradient y
      color_map {
        [0.5  hsl (<0.55,0.4,0.9>)  ]
        [ 0.52 hsl (<0.6,0.4,0.6>)  ]
        [ 1.0 hsl (<0.6,0.4,0.4>) ]
      }
      scale 2
      translate y*-1
    }
  }
and then a bozo sky plane (i'm sure the clouds are sparse enough not to
make an appreciable diffrence) with transparent sky bits.
the sun colour (under pretty constant revision) is
<3,1.5,1.5> (nice and bright)

and yes, it'll look pretty industrial by the end of it. I'm going for
futuristic but definately not slick-tech - more crusty and lo-fi.  More
like it could conceivably be around today.


Ryan Constantine wrote:

> Ben Paschke wrote:
> >
> > but the nice colours come from a light blue sky sphere and a bright
> > yellow sun.
>
> more specifically?
>
> nice work so far by the way.  if you are going for an industrial look,
> then by all means texture away!  if you're going for a futuristic look,
> then perhaps all you need to add to the main surface is a normal
> texture.  either way, elements like the ladder still need texture.  i
> look forward to your progress.


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From: Xplo Eristotle
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 20:28:37
Message: <3A6E301B.6C6059AA@unforgettable.com>
Ben Paschke wrote:
> 
> Well, to be honest i haven't yet found decent settings for recursion levels
> higher than 1. Basically, i'm happy with the recursion level 1 settings i have
> because of the overall balance between quality, speed and response.
> But i'd still like to hear any ideas on recursion level 2 settings that people
> have had success with.

The higher your recursion level, the higher your count needs to be to
get smooth results.. but the more your scene is filled with bright
areas, the less this matters. In your case, you have an entire
hemisphere (the sky), so you probably won't need to change your quality
settings at all.

Increasing the recursion level will also brighten your image a bit; if
all of your textures are using the default diffuse setting, you can
lower that slightly, or make some other adjustment to your lighting
setup. (Or you could just reduce brightness a little.)

You might also raise gray_threshold a little so that the environment
doesn't contribute TOO much color to the scene.

-Xplo


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From: David Fontaine
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 21:07:48
Message: <3A6E38F9.6ED5093@faricy.net>
Kwel! Great radiosity. Be interesting to know what's inside... :)

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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From: Ben Paschke
Subject: Re: ocean node v2 (35k bu)
Date: 23 Jan 2001 21:14:01
Message: <3A6E3ACE.4742271A@rsp.com.au>
I might find out one day! i'll be sure to let you all know!

David Fontaine wrote:

> Kwel! Great radiosity. Be interesting to know what's inside... :)
>
> --
> David Fontaine  <dav### [at] faricynet>  ICQ 55354965
> My raytracing gallery:  http://davidf.faricy.net/


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From: Christoph Hormann
Subject: Re: ocean node v2 (35k bu)
Date: 24 Jan 2001 16:44:19
Message: <3A6F4CA8.673A76D3@gmx.de>
Ben Paschke wrote:
> 
> Well, to be honest i haven't yet found decent settings for recursion levels
> higher than 1. Basically, i'm happy with the recursion level 1 settings i have
> because of the overall balance between quality, speed and response.
> But i'd still like to hear any ideas on recursion level 2 settings that people
> have had success with.
> 

I also mostly use recursion_limit 1 when doing outdoor scenes, but in some
cases higher values look better.  

> There are afew artifacts, mainly on the interior central column.

There would probably be even more with higher recursion_limit, so maybe
just keep it the way it is now.  

> By the way, your radiosity tutes are great!
> 

Thanks, the scene used is not particularly critical concerning
illumination and artefacts so i should probably add some another part with
a more complex scene.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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