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marabou wrote:
> i do not know if the part of image is (only) well chosen. but it looks very
> realistic to me. ain't there an IRTC for realistic pics? that is one for it.
Actually, I chose the part you see so you wouldn't be able to see the edges of the hf
:)
--
Samuel Benge
sbe### [at] caltel com
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Are you aware that you're doing it again? :o) Posting a great great image,
with realism that gives me hope that I can do what I want without expensive
radiosity... At the moment I'm playing with a procedural sandy texture and
heightfield, but for a close-up purpose.. I hope the final result will be
good, too.. Maybe I should ask, how do you position those point lights to
give such realism? Do you exploit the fact that it's sunraise / sundown?
Could you make it work in "daylight" without radiosity?
Regards,
Hugo
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Do you used a 10GHz processor ? ;-)
3D2### [at] caltel com...
> Not very inspired lately, so I've been playing with height_fields and
> isosurfaces.
>
> This scene has one hf, skewed, about 200 isosurface rocks, also skewed,
> 3 area_lights and one greenish isosurface sitting on the ground.
>
> For the most part the rocks blend in with the bedrock, which I suppose
> is a good thing. They use the granite pattern for displacement and were
> given the same texture as the hf.
>
> I purposely made the color of the sky a little extreme, attempting to
> emulate the great turn of the century painter, Maxfield Parrish.
>
> The greenish isosurface is a cylinder displaced with multiple cos
> functions added in a while loop. I think it may be related to the
> Fourier Series, though I don't really know much about them.
>
> Render time was just shy of 20 minutes, thanks to the very simple
> area_lights (all 2x2).
>
> Any questions, comments etc. are always welcome!
>
> --
> Samuel Benge
>
> sbe### [at] caltel com
>
----------------------------------------------------------------------------
----
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Hi Hugo. I place the area_lights according to how the sunlight falls. I
first place the sunlight, then I see where the brightest lit patch is. I
put the second area_light right near that lit patch and try to
approximate the width/breadth of it. I make this light about 1/2 to
3/4ths as bright as the original sunlight, usually. I also add a little
of the lit patch's color to the light. Next, if it's an outdoor scene(
on Earth), I make a blue area_light and place it in such a way as to
give the impression blue light could only come from that direction. In
this scene I made it look like the sky could only shine effectively from
direction <1,1,1>. If I would have placed a reflective sphere in the
center of the image, you would see blue sky directly behind, and that
would ruin the effect.
Hugo wrote:
> Maybe I should ask, how do you position those point lights to
> give such realism? Do you exploit the fact that it's sunraise / sundown?
> Could you make it work in "daylight" without radiosity?
--
Samuel Benge
sbe### [at] caltel com
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Samuel Benge wrote:
>
> Not very inspired lately, so I've been playing with height_fields and
> isosurfaces.
>
> [...]
Very impressive and astonishingly without radiosity...
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 30 Jun. 2002 _____./\/^>_*_<^\/\.______
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> Next, if it's an outdoor scene (on Earth), I make a blue
> area_light and place it in such a way as to give the impression
> blue light could only come from that direction.
Hmm, from what direction? How can I choose an arbitary direction for the
blue light, when physically, most skylight comes from the same place as the
sun?
> In this scene I made it look like the sky could only
> shine effectively from direction <1,1,1>.
Is that opposite from the sun, in this case?
Thanks for the info and all the pictures you're posting! :o)
Regards,
Hugo
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On Thu, 11 Jul 2002 13:52:05 -0700, Samuel Benge wrote:
> Any questions, comments etc. are always welcome!
>
Somehow this one reminds me of those cards you used to get in packets
with chewing gum, particularly the "Planet Of The Apes" cards, it just
has that 70s sci-fi look and feel to it.
--
%HAV-A-NICEDAY email mailto:ste### [at] zeropps uklinux net
Steve web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
12:15pm up 15 days, 22:34, 1 user, load average: 1.03, 1.04, 1.01
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Hugo wrote:
> Hmm, from what direction? How can I choose an arbitary direction for the
> blue light, when physically, most skylight comes from the same place as the
> sun?
Imagine where more light from the sky would be coming from and place a
light there.
>>In this scene I made it look like the sky could only
>>shine effectively from direction <1,1,1>.
>>
>
> Is that opposite from the sun, in this case?
> Thanks for the info and all the pictures you're posting! :o)
Not exactly. It's probably about 150 degrees from the sun.
--
Samuel Benge
sbe### [at] caltel com
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Never seen the cards, but I'm familiar with the style. Science-fiction
artists have to make up something that isn't real, which means faking
the natural interaction of light in their paintings. Usually this
results in two of more general sources of light. You will often see a
brightly-lit scene with a sharp blue reflecting from a different
direction, which is what I did with this picture.
Steve wrote:
> On Thu, 11 Jul 2002 13:52:05 -0700, Samuel Benge wrote:
>
>
>>Any questions, comments etc. are always welcome!
>>
>>
>
> Somehow this one reminds me of those cards you used to get in packets
> with chewing gum, particularly the "Planet Of The Apes" cards, it just
> has that 70s sci-fi look and feel to it.
>
>
--
Samuel Benge
sbe### [at] caltel com
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> > Hmm, from what direction? How can I choose an arbitary direction for
the
> > blue light, when physically, most skylight comes from the same place as
the
> > sun?
>
> Imagine where more light from the sky would be coming from and place a
> light there.
It's still difficult for me to understand this. There are no other angle
where the sky is 'more lit' other than the sun angle.. Maybe you mean, I
should choose the angle where the sky is "most blue" and not most "lit" ?
Regards,
Hugo
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