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(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!
render times- around 3 hrs for each @ about 512x384 (the images have
been resized down)
bye,
benp
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Attachments:
Download 'pylon2_bp.jpg' (35 KB)
Preview of image 'pylon2_bp.jpg'

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That's coming along nicely. Are you using radiosity?
--
Phil
...coffee?...yes please! extra sugar,extra cream...Thank you.
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Phil Clute wrote:
> That's coming along nicely. Are you using radiosity?
ta, and, i sure am!
the settings are something like this-
radiosity{
pretrace_start 0.08
pretrace_end 0.001//0.001
count 100//250//40//150// 250
nearest_count 10//5
error_bound 0.03//0.03
recursion_limit 1//1
low_error_factor 0.1//.1//.1//0.1
gray_threshold 0
minimum_reuse 0.015
brightness 1.6//1.5//4//3//1.75
normal on
media 1//on
max_sample 2
adc_bailout 0.01/1
}
but the nice colours come from a light blue sky sphere and a bright
yellow sun.
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That looks so real! Great work!
Marc-Hendrik
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"Ben Paschke" <ben### [at] rsp com au> wrote in message
news:3A6CF81C.FB2D43C1@rsp.com.au...
Wow! Ah shaw do lurv radiosity.... What's going to land on it?
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> 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!
this is looks so 'real', very good work!!
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
Hi-Impact web site design & database driven e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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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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That looks interesting, i wonder why there are no artefacts although count
is only 100.
Have you tried an inside view?
I would also try to increase recursion_limit and at the same time reduce
brightness, that could lead to interesting results,
It would be slower oof course.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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I was going to say the same thing. Its so clean and smooth that only the
ladder gives any hint that it is big.
Without the ladder I would have guessed some sort of new Braun kitchen
appliance:-)
Nice work.
"Xplo Eristotle" <inq### [at] unforgettable com> 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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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.
There are afew artifacts, mainly on the interior central column.
By the way, your radiosity tutes are great!
Christoph Hormann wrote:
> That looks interesting, i wonder why there are no artefacts although count
> is only 100.
>
> Have you tried an inside view?
>
> I would also try to increase recursion_limit and at the same time reduce
> brightness, that could lead to interesting results,
>
> It would be slower oof course.
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
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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] unforgettable com> 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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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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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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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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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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Kwel! Great radiosity. Be interesting to know what's inside... :)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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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] faricy net> ICQ 55354965
> My raytracing gallery: http://davidf.faricy.net/
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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] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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