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That sounds like the way I work most any scene.
Al_Canada wrote:
>
>
> > Give me source or give me death! Dang, that's good! :)
>
> The source is not that easy to give, but may be I could send part
> of the source.... In fact, there is an include file for the glasses,
> another one for the whole object_table, and a pov_file which
> one is the organization of the whole... May be I could send the
> object_table on the text_scene_files forum.
>
> Thank you, Tony
>
> Alex
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I hope you were serious about posting some of the source. I would like to
learn if there is a simple way of doing this.
Thank you,
-Shay
Al_Canada <flo### [at] sympatico ca> wrote in message
news:3AEF4C8F.C7F08CB6@sympatico.ca...
>
> I just finished this image, today, and wanted to get
> some critiques.... The whole image is done using
> POV bolean operators, and Trig calculations.
> I used woods.inc as a texture library, but did the
> floor with a while loop in order to be able to translate
> the texturation of each pieces of wood in a kinda
> randomly style...
>
> render time: about 12 minutes
> pentium celeron 200megahertz
> pov_ray for windows.
>
> Alex Pilote, Quebec
>
----------------------------------------------------------------------------
----
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It's a very nice image. Well done !
Maybe you'll find this thread interesting:
news://news.povray.org/3939960B.D322FE9B%40hotmail.com
"Twisted Lathe" 4. June 2000 (It's all CSG too =)
--
Best regards,
Tor Olav
mailto:tor### [at] hotmail com
http://hjem.sol.no/t-o-k/tokpicts.html
http://www.crosswinds.net/~tok
Al_Canada wrote:
>
> I just finished this image, today, and wanted to get
> some critiques.... The whole image is done using
> POV bolean operators, and Trig calculations.
> I used woods.inc as a texture library, but did the
> floor with a while loop in order to be able to translate
> the texturation of each pieces of wood in a kinda
> randomly style...
>
> render time: about 12 minutes
> pentium celeron 200megahertz
> pov_ray for windows.
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Al_Canada wrote:
>
> I just finished this image, today, and wanted to get
> some critiques.... The whole image is done using
> POV bolean operators, and Trig calculations.
> I used woods.inc as a texture library, but did the
> floor with a while loop in order to be able to translate
> the texturation of each pieces of wood in a kinda
> randomly style...
>
Looks nice, but what bothers me are the reflections on the ground. The
planks the floor is made of don't look that polished that you would
actually have any reflections.
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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>
> Looks nice, but what bothers me are the reflections on the ground. The
> planks the floor is made of don't look that polished that you would
> actually have any reflections.
>
> Christoph
I agree that my texturing knowledges still need a lot of improvement...
I took a closer look to Woods.inc, and realized it was not that easy
to "manipulate"! I think the best way of getting good finishes with woods
is by applying layered textures with filterings... Is it ?!
Thank you for your comments,
Alex
www3.sympatico.ca/floral.audet/index.html
>
>
> --
> 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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Al_Canada wrote:
>
> I agree that my texturing knowledges still need a lot of improvement...
> I took a closer look to Woods.inc, and realized it was not that easy
> to "manipulate"! I think the best way of getting good finishes with woods
> is by applying layered textures with filterings... Is it ?!
As you said, layered textures are often quite difficult to manipulate. Of
course they have the enormous advantage that you combine the different
layers in various ways to achieve many different effects.
Turning off reflection should not be a problem though.
Using nested pigments with pigment maps is often a good alternative to
layered textures. In megapov you also have things like pigment_pattern
and displace warps that offer even more possibilities.
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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> Turning off reflection should not be a problem though.
>
> Using nested pigments with pigment maps is often a good alternative to
> layered textures. In megapov you also have things like pigment_pattern
> and displace warps that offer even more possibilities.
I will try another shot about this "everythin..." model. I understand the
problem about putting too much reflection on a varnished wood floor...
may be 0.025, not much! (I put 0.22 on my image) ... I thoutht Woods.inc
used nested pigments!
Alex
>
>
> 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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Awesome table.
Many people do not know the sheer possibilities of CSG, but you do need to
know your math.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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On Thu, 03 May 2001 22:00:05 -0500, David Fontaine wrote...
> Awesome table.
>
> Many people do not know the sheer possibilities of CSG, but you do need to
> know your math.
Well, I don't know much mathematics beyond basic trignometry and
pythagorean theory, but I can usually eventually cudgel my brain into
figuring out how to do something in CSG. For some reason I have a
pathological aversion to triangle meshes.
One slight niggle I have about the image is that to me, the glasses seem
slightly out of scale with the table.
Bye for now,
Jamie.
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> On Thu, 03 May 2001 22:00:05 -0500, David Fontaine wrote...
> > Awesome table.
> >
> > Many people do not know the sheer possibilities of CSG, but you do ne
ed to
> > know your math.
>
> Well, I don't know much mathematics beyond basic trignometry and
> pythagorean theory, but I can usually eventually cudgel my brain into
> figuring out how to do something in CSG. For some reason I have a
> pathological aversion to triangle meshes.
>
> One slight niggle I have about the image is that to me, the glasses see
m
> slightly out of scale with the table.
>
> To say true, I also think the two glasses could be scaled down a littl
e
> bit....
In fact, I have to do another rendering about this model.
I have posted the source of the table ( not the floor and the glasses )
on the text_scene_files forum; you can have a look at this stuff if you
want.
Alex Pilote, Canada
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