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Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
are photos or hand made. Image in sRGB. Very low quality radiosity.
_____________
Kari Kivisalo
Post a reply to this message
Attachments:
Download 'scene1.jpg' (110 KB)
Preview of image 'scene1.jpg'

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Kari Kivisalo wrote:
>
> Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
> are photos or hand made. Image in sRGB. Very low quality radiosity.
>
> _____________
> Kari Kivisalo
>
> ------------------------------------------------------------------------
> [Image]
Very, very, very, impressive. I'd put a little dirt build up against
the wall, but that's just me. It looks picture-perfect as it is.
Before being reincarnated as a heightfield, what was the window-frame?
CSG?, mesh?, Paintbrush doodle?
--
Francois Labreque | Unfortunately, there's no such thing as a snooze
flabreque | button on a cat who wants breakfast.
@ | - Unattributed quote from rec.humor.funny
videotron.ca
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good idea for the broken glass as a height field. I like the image. the only
thing would be to make the line where the bricks touch the ground less
distinct. it's too straight and clean i think.
nice work.
ross
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Kari Kivisalo wrote:
>
> Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
> are photos or hand made. Image in sRGB. Very low quality radiosity.
>
Very nice, but how dare you make a glass without reflection. Now just use
bump maps instead of heightfields and it will start to look like one of
those uncharitable scanline renders.
scnr.
Is the window frame texture image mapped or procedural?
Some more dirt and waste on the ground would look appropriate here, maybe
some rotten wood or old machine parts.
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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"Christoph Hormann" <chr### [at] gmx de> wrote :
>
> Very nice, but how dare you make a glass without reflection.
I assumed that it was screen because glass can't break in the middle
like that did.
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Bill DeWitt wrote:
>
> I assumed that it was screen because glass can't break in the middle
> like that did.
http://www.pp.htv.fi/kkivisal/window.jpg
_____________
Kari Kivisalo
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Francois Labreque wrote:
> I'd put a little dirt build up against
> the wall, but that's just me.
Already in TODO list.
> Before being reincarnated as a heightfield, what was the window-frame?
I painted the HF directly in Photoshop. I could have done more complex
shape but the current one works too.
_____________
Kari Kivisalo
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Ross Litscher wrote:
>
> the only
> thing would be to make the line where the bricks touch the ground less
> distinct.
I'm going to put a cement base there and all kinds of junk and maybe
grass, moss etc.
_____________
Kari Kivisalo
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Christoph Hormann wrote:
>
> Very nice, but how dare you make a glass without reflection.
There is 10% reflection. There isn't much in the scene to reflect
so a realistic 30% reflection doesn't look that hot.
> Is the window frame texture image mapped or procedural?
It's edited from three textures.
> Some more dirt and waste on the ground would look appropriate here, maybe
> some rotten wood or old machine parts.
I have been collecting various machine parts and junk for weeks. And of
course some nice wood, ground and metal textures too :)
_____________
Kari Kivisalo
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"Kari Kivisalo" <kki### [at] pp htv fi> wrote in message
news:3B5F0125.5761E169@pp.htv.fi...
> Bill DeWitt wrote:
> >
> > I assumed that it was screen because glass can't break in the middle
> > like that did.
>
> http://www.pp.htv.fi/kkivisal/window.jpg
Amazing. It looks very much like yours. My experience is that glass,
when it breaks, sends fracture lines all the way to the edge unless it is
deformed as in a bullet hole (or like row 2 column 5). While the glass in
the jpg may actually be fractured all the way to the edges, the one in row 6
column 5 doesn't show that very well so I will excuse it that yours does
either.
BTW, other than that, and the lack of junque, it is very good so far.
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In article <3B5F05FA.85259EB6@pp.htv.fi>, Kari Kivisalo says...
> Christoph Hormann wrote:
> >
> > Very nice, but how dare you make a glass without reflection.
>
> There is 10% reflection. There isn't much in the scene to reflect
> so a realistic 30% reflection doesn't look that hot.
>
<snip>
Very good so far! In the mean time: shouldn't the remaining glass
reflect some sunlight onto the ground?
>
--
Regards, Sander
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WOW !
The window frame texture is particularly impressive...
I have to agree with Bill (Hmm, I'm gonna need some serious head
shrinkage if this goes on ;-)) on the breaks in the glass... Something about
it just doesn't look right...
Keep up the good work...
--
Scott Hill.
Software Engineer.
E-Mail : sco### [at] innocent com
Pandora's Box : http://www.pandora-software.com
*Everything in this message/post is purely IMHO and no-one-else's*
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Kari Kivisalo wrote:
>
> There is 10% reflection. There isn't much in the scene to reflect
> so a realistic 30% reflection doesn't look that hot.
>
Some environment is mandatory for reflection of course, maybe reflection
blur would be good too.
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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Kari Kivisalo schrieb:
> Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
> are photos or hand made. Image in sRGB. Very low quality radiosity.
Good work... but the glass of the broken window should be somewhat thicker -
now it just looks like dusty cellophane!
By the way, what is sRGB?
See you in Khyberspace - http://www.geocities.com/electricafghan/index-e.html
Yadgar
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On Wed, 25 Jul 2001 18:17:36 +0300, Kari Kivisalo wrote:
>
>
>Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
>are photos or hand made. Image in sRGB. Very low quality radiosity.
That looks great especially the lightly shadoed tree next to the hard
shadow of the wall. How did you stop the arealight from making the
wall shadow fuzzy too?
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
6:42pm up 11 days, 20:44, 2 users, load average: 1.02, 1.08, 1.11
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Holy s...! <faint> <come-to> Son of a...! <faint> <come-to> Mother...!
<faint> <come-to> Ooohhh... Tony dizzy... Wow! <faint>
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Sander wrote:
>
> Very good so far! In the mean time: shouldn't the remaining glass
> reflect some sunlight onto the ground?
I'm not sure if it will be visible, most of it would be out of the
frame anyway. The layout and camera position are just preliminary
and will probably change when I add more things in the scene. I will
test the caustics with the final layout.
_____________
Kari Kivisalo
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Christoph Hormann wrote:
>
> Some environment is mandatory for reflection of course, maybe reflection
> blur would be good too.
I think this has to be done in photoshop just like the tree shadow.
It's going to be slow and look grainy if done in pov.
_____________
Kari Kivisalo
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Scott Hill wrote:
> on the breaks in the glass... Something about
> it just doesn't look right...
It's WIP, I didn't put in the other side of the glass yet :) With
internal reflections it will look better, I hope.
_____________
Kari Kivisalo
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Yadgar wrote:
>
> Good work... but the glass of the broken window should be somewhat thicker -
> now it just looks like dusty cellophane!
Good observation! The glass is just one surface.
> By the way, what is sRGB?
Basically it means that the image looks right on gamma 2.2 displays with
6500K color temperature. I don't wan't to hear "It looks too dark/bright!"
so I use the sRGB standard. http://www.srgb.com/
_____________
Kari Kivisalo
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Steve wrote:
>
> That looks great especially the lightly shadoed tree next to the hard
> shadow of the wall. How did you stop the arealight from making the
> wall shadow fuzzy too?
The tree is just a black image with blurred alpha channel mapped
to a polygon. http://www.pp.htv.fi/kkivisal/tree_alpha.jpg
I used this light source:
light_source {
<0,0,-1000>
color SunColor*5
area_light 12*x,12*y,10,10 adaptive 0
rotate<45,-30,0>
}
_____________
Kari Kivisalo
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"Tony[B]" wrote:
>
> Holy s...! <faint> <come-to> Son of a...! <faint> <come-to> Mother...!
> <faint> <come-to> Ooohhh... Tony dizzy... Wow! <faint>
I haven't done a proper scene in 4 years, just bits & pieces, so I
decided put some more effort in this one. Mainly I put my raytracing
hobby on hold because with the original pov radiosity I couldn't do
what I wanted to do. When I tested the megapov radiosity with the
Cornell box it became obvious that it is usable and accurate enough
for artistic purposes.
Is there an official POV logo I could put on the finished product?
_____________
Kari Kivisalo
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On Wed, 25 Jul 2001 18:17:36 +0300, Kari Kivisalo <kki### [at] pp htv fi>
wrote:
>Wall, window frame & windows are HFs. Fan is a Rhino mesh. All textures
>are photos or hand made. Image in sRGB. Very low quality radiosity.
Impressive realism with the light-shadow contrast. Good work!
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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> Is there an official POV logo I could put on the finished product?
Flavor and salt to taste. This is the logo by Chris Colefax that won the POV
Logo competition that Rune set up.
camera {
location <0, 0, -15>
right <4/3, 0, 0>
up <0, 1, 0>
sky <0, 1, 0>
direction <0, 0, 1.8>
look_at <0.25, 0.25, 0>
}
light_source {<-0.25,1.5,-9> color rgb <1.1,1.1,1.1> area_light x,z,9,9}
background { color rgb <0,0.5,0.5> }
union {
sphere {<0, 2, 0>, 1}
difference {
cone {<0, 2, 0>, 1, <0, -4, 0>, 0}
sphere {<0, 2, 0>, 1.4 scale <1, 1, 2>}
}
difference {
sphere {0, 1 scale <2.6, 2.2, 1>}
sphere {0, 1 scale <2.3, 1.8, 2> translate <-.35, 0, 0>}
rotate z*30 translate <0, 2, 0>
}
rotate <0, 0, -25>
texture
{
pigment { color rgb <0,1,1> }
finish { phong 0.25 phong_size 5 }
}
}
plane {z,3 pigment {color rgb <0,0.5,0.5> } finish { ambient rgb
<0,0.5,0.5>}}
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High!
Kari Kivisalo schrieb:
> Basically it means that the image looks right on gamma 2.2 displays with
> 6500K color temperature. I don't wan't to hear "It looks too dark/bright!"
> so I use the sRGB standard. http://www.srgb.com/
>
Do the colors related to each temperature exactly correspond with the colors of a
star of the respective spectral class? If yes, that would be EXTREMELY cool, then
I'll just know what to do for my future space art projects...
See you in Khyberspace - http://www.geocities.com/electricafghan/index-e.html
Yadgar
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Contrast is very realistic. This is already looking like a photograph!
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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Kari Kivisalo wrote:
> The tree is just a black image with blurred alpha channel mapped
> to a polygon. http://www.pp.htv.fi/kkivisal/tree_alpha.jpg
Uh oh... What a _trick_. Clever, very clever.
--
/"\ | iki.
\ / ASCII Ribbon Campaign | fi/
X Against HTML Mail | zds
/ \
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Steve wrote:
> That looks great especially the lightly shadoed tree next to the hard
> shadow of the wall. How did you stop the arealight from making the
> wall shadow fuzzy too?
>
My attention was caught by shadows as well: hard shadows from building
and soft shadows from tree do not look quite natural together. Shouldn't
tree shadow be less blurred?
Other thing to consider is basement for building: nobody starts brick
layer from ground level. But I guess that there are plans already for
this...
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Vahur Krouverk wrote:
>
> My attention was caught by shadows as well: hard shadows from building
> and soft shadows from tree do not look quite natural together. Shouldn't
> tree shadow be less blurred?
You don't know how far and big the tree is :) It will be changed one
way or anoter.
Now, if you'll excuse me, an unexpected honour has landed upon me in
a form of a request from The Team. From now on I must focus my attention
on the task I have been assigned to. I may be able to develop this scene
while serving The Team :D
_____________
Kari Kivisalo
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