POV-Ray : Newsgroups : povray.binaries.images : WIP Dirty (100k) Server Time
18 Oct 2026 16:35:11 EDT (-0400)
  WIP Dirty (100k) (Message 1 to 29 of 29)  
From: Kari Kivisalo
Subject: WIP Dirty (100k)
Date: 25 Jul 2001 11:15:01
Message: <3B5EE310.98BBC45E@pp.htv.fi>
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


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Attachments:
Download 'scene1.jpg' (110 KB)

Preview of image 'scene1.jpg'
scene1.jpg


 

From: Francois Labreque
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 11:28:53
Message: <3B5EE57C.1937874@videotron.ca>
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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From: Ross Litscher
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 11:58:42
Message: <3b5eecb2$1@news.povray.org>
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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From: Christoph Hormann
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 12:49:44
Message: <3B5EF920.625586AF@gmx.de>
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] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Bill DeWitt
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 13:12:17
Message: <3b5efdf1$1@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> 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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 13:23:18
Message: <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

_____________
Kari Kivisalo


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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 13:30:32
Message: <3B5F02D6.1922F2EA@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 13:32:35
Message: <3B5F0357.8BCE9247@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 13:43:52
Message: <3B5F05FA.85259EB6@pp.htv.fi>
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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From: Bill DeWitt
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 14:48:42
Message: <3b5f148a$1@news.povray.org>
"Kari Kivisalo" <kki### [at] pphtvfi> 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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From: Sander
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 15:32:40
Message: <MPG.15c93d9adf95e26098981d@NEWS.POVRAY.ORG>
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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From: Scott Hill
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 15:48:50
Message: <3b5f22a2@news.povray.org>
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] innocentcom
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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From: Christoph Hormann
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 16:26:18
Message: <3B5F2BD3.D83A19EC@gmx.de>
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] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Yadgar
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 17:41:05
Message: <3B5F3FBC.42D7A486@ndh.net>
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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From: Steve
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 18:54:36
Message: <slrn9lu1hr.gjj.steve@zero-pps.localdomain>
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] zeroppsuklinuxnet

%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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From: Tony[B]
Subject: Re: WIP Dirty (100k)
Date: 25 Jul 2001 19:06:25
Message: <3b5f50f1@news.povray.org>
Holy s...! <faint> <come-to> Son of a...! <faint> <come-to> Mother...!
<faint> <come-to> Ooohhh... Tony dizzy... Wow! <faint>


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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 02:51:45
Message: <3B5FBEA5.7498C34@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 02:56:23
Message: <3B5FBFBB.9032105@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 02:58:05
Message: <3B5FC021.1A888458@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 03:04:18
Message: <3B5FC196.38633F7E@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 03:08:58
Message: <3B5FC2AE.623005A6@pp.htv.fi>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 03:33:42
Message: <3B5FC87A.E493E39B@pp.htv.fi>
"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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From: Peter Popov
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 04:17:46
Message: <3fkvlt88kf0m9e58271ojshr1iup3idvj8@4ax.com>
On Wed, 25 Jul 2001 18:17:36 +0300, Kari Kivisalo <kki### [at] pphtvfi>
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] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Tony[B]
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 08:40:55
Message: <3b600fd7@news.povray.org>
> 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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From: Yadgar
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 18:42:02
Message: <3B6089B0.5F814D13@ndh.net>
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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From: David Fontaine
Subject: Re: WIP Dirty (100k)
Date: 26 Jul 2001 22:44:21
Message: <3B60D38C.8B5D3E50@faricy.net>
Contrast is very realistic.  This is already looking like a photograph!

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


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From: Jari Juslin
Subject: Re: WIP Dirty (100k)
Date: 27 Jul 2001 21:46:41
Message: <3B621981.75697B8B@iki.fi>
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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From: Vahur Krouverk
Subject: Re: WIP Dirty (100k)
Date: 29 Jul 2001 10:54:03
Message: <3B642465.89C6416B@comtrade.ee>
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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From: Kari Kivisalo
Subject: Re: WIP Dirty (100k)
Date: 29 Jul 2001 14:25:42
Message: <3B6455C5.85E1C80B@pp.htv.fi>
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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