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15 Aug 2024 02:30:32 EDT (-0400)
  Building (Message 3 to 12 of 12)  
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From: Ib Rasmussen
Subject: Re: Building
Date: 1 Sep 2002 04:43:58
Message: <3D71D334.7010506@ibras.dk>
> Very cool.  How about adding some discoloration to the metal
> on the roof?  If it's weathered enough to turn green,
> you would think that it would have acquired a little bit of
> a warmer patina.

Actually, the colour of the cobber on the real building, 

that I am modelling it from, is very uniform. The cobber part 

under the top row of windows has a bit more variation, but frankly, 

since it is only going to be used as a backdrop for another building,

I don't want to use too much time on details.


> It looks really neat.  Don't know what else to say ...


Nothing more is needed :)

/Ib


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From: John VanSickle
Subject: Re: Building
Date: 1 Sep 2002 14:50:41
Message: <3D726180.2E184FC6@hotmail.com>
Ib Rasmussen wrote:
> 
> Just thought I would show you what I'm working on at the moment.

The talent pool around here is making me want to give up my job and
start working on a POV movie full time.

Regards,
John


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From:
Subject: Re: Building
Date: 1 Sep 2002 17:09:59
Message: <3d728227$1@news.povray.org>
I don't know if this is my monitor playing tricks on me, but the bricks seem
to form strange semicircular shapes and they flow in odd patterns... It's
probably all positioned perfectly, but to me the wall-texture appears warped
in odd ways...
but else it looks truely wonderful, certainly for some background thingy


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From: Ib Rasmussen
Subject: Re: Building
Date: 2 Sep 2002 05:12:03
Message: <3D732B4A.6020606@ibras.dk>
> I don't know if this is my monitor playing tricks on me, but the bricks seem
> to form strange semicircular shapes and they flow in odd patterns... It's
> probably all positioned perfectly, but to me the wall-texture appears warped
> in odd ways...



off. I have tried a number of different anti-alias settings but nothing 
helped. Higher resolution helps, as you can see in the attached detail 
image, but I didn't want to post a 2400x1200 image in the news group.

> but else it looks truely wonderful, certainly for some background thingy

Thank you.


have a sneak preview page at 
http://www.ibras.ishoejby.dk/sktmarkus/stmarkus.htm

/Ib


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Attachments:
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Preview of image 'bygning4detail.jpg'
bygning4detail.jpg


 

From: Thomas Willhalm
Subject: Re: Building
Date: 2 Sep 2002 10:19:04
Message: <3d737358@news.povray.org>
Ib Rasmussen wrote:

> Just thought I would show you what I'm working on at the moment.
> 
> The building is only intended as background for a church model, so it is
> not done with the same level of details, as I usually do, but at this
> distance I think it is passable.

When I saw your name I knew that I would see a very nice model, which is
indeed what happend. It looks a little bit artificial more like a model 
than the real thing, but if I remember correctly, that's what you're after.

Congratulations
Thomas


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From: Norbert Kern
Subject: Re: Building
Date: 2 Sep 2002 10:20:04
Message: <web.3d737379a0d743fed02f1080@news.povray.org>
There were some threads dealing with such antialiasing problems.
For me, Kari Kivisalo presented a convincing solution.
In http://news.povray.org/povray.newusers/23381/ you can find the according
discussion.


Perhaps there will be a time, when you will share the source code with us.


Norbert



Ib Rasmussen wrote:
>> I don't know if this is my monitor playing tricks on me, but the bricks seem
>> to form strange semicircular shapes and they flow in odd patterns... It's
>> probably all positioned perfectly, but to me the wall-texture appears warped
>> in odd ways...
>
>

>off. I have tried a number of different anti-alias settings but nothing
>helped. Higher resolution helps, as you can see in the attached detail
>image, but I didn't want to post a 2400x1200 image in the news group.
>
>> but else it looks truely wonderful, certainly for some background thingy
>
>Thank you.
>

>have a sneak preview page at
>http://www.ibras.ishoejby.dk/sktmarkus/stmarkus.htm
>
>/Ib
>


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From: Ib Rasmussen
Subject: Re: Building
Date: 2 Sep 2002 11:18:54
Message: <3D738144.9020104@ibras.dk>
> There were some threads dealing with such antialiasing problems.
> For me, Kari Kivisalo presented a convincing solution.


Yes, his technique does seem to give better results, than I was able to 
get with antialiasing alone.



> Perhaps there will be a time, when you will share the source code with us.

Well, there is not much to be learned from my source. It is just 
thousands of lines of unions and differences of boxes, spheres, planes, 
cylinders, torii and the occasional cone. But if you insists, I am 
willing to post the code for this model. It is 4100+ lines of code, with 
very few comments (and those there are, is in Danish :)

/Ib


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From: Ib Rasmussen
Subject: Re: Building
Date: 2 Sep 2002 11:23:45
Message: <3D738268.6060501@ibras.dk>
> It looks a little bit artificial more like a model 
> than the real thing, but if I remember correctly, that's what you're after.


Yes, I do like the hyperrealistic (if that's a word) perfection, that 
only raytracing can produce. If I wanted photorealism, I could use my 
camera, since most of the buildings, I model, exists.

/Ib


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From: Norbert Kern
Subject: Re: Building
Date: 2 Sep 2002 15:35:06
Message: <web.3d73bbc3a0d743fa183f11c0@news.povray.org>
Ib Rasmussen wrote:
>... But if you insists, I am
>willing to post the code for this model. It is 4100+ lines of code, with
>very few comments (and those there are, is in Danish :)
>
>/Ib
>



Hi Ib,

if that is all I have to do, I do insist. ;-)
I always like rendering pov code, because with very good models I
intuitively can imagine a realistic scene.
By example I always render all IRTC source code. It is my way to learn
Pov-Ray.


Norbert


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From: Ib Rasmussen
Subject: Re: Building
Date: 2 Sep 2002 16:13:45
Message: <3D73C65F.7030306@ibras.dk>
>>... But if you insists, I am willing to post the code for this model.


> if that is all I have to do, I do insist. ;-)


OK, you will find it in p.b.s-f. There is a couple of pre-defined camera 
positions you can try.

Oh, and I just remembered: it is set up for a 3:2 format. If you'd 
rather use 4:3 change the imageratio vector in the .pov-file.

And please note that the glass texture is, eh.. experimental.

/Ib


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