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Hey, nice mood :)
I like it
Best regards.
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> Are there really that many street lights?
Yes, there are a bunch. It is a section of road recently rebuilt. The lights are
high (or low) pressure sodium. However, these lights are pretty much
mono-chromatic and I just haven't been able to get the right look in a render.
I used mercury vapor in the image. They render better - and I like the name.
This section of road is incredibly bright. Imagine the brightest service area
you stopped at on a dark night and then add some more light....
>
> Try reducing the amount of light in their cones and/or increase the fog. You
> have too much emmision and too little absorption; it looks unrealistic.
Thanks. I agree.
Bill P.
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>
> Perspective seems a tad high to me.. are you driving a truck?
Well done! I laughed when I read this! Yes, the height is set for a truck though I do
not drive a truck but a Saturn VUE - a small SUV. I confess to raising the camera
position to see more of the road. I have thought about completely different
perspectives too. Perhaps that of an owl flying overhead?
>
> Do the lights really look like that? Something about them seems wrong to
> me.. like their interaction with the media is too bright or something.
>
I agree, and I think Slime hit the biggest reason why.
>
> Other than that, there's something that bugs me about the scene.. maybe
> the modeling is too primitive. Textures look fairly convincing. It might
> be interesting if you could make the scene look more like it might from
> inside a vehicle.. part of a dashboard, some reflection on the inside of
> a windshield, things like that. Oh, and of course the front of the
> vehicle sticking out...
I find myself in a similar place with this image and I too have thought about
sticking the viewer inside a vehicle. I just don't know if it is right for the
feeling I want to convey.... I will continue to think about it.
Thanks.
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Thank you.
> Hey, nice mood :)
> I like it
>
> Best regards.
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Tuesday is "Soylent Green" day.
--
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve
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William F. Pokorny wrote:
>
> I find myself in a similar place with this image and I too have thought about
> sticking the viewer inside a vehicle. I just don't know if it is right for the
> feeling I want to convey.... I will continue to think about it.
I'm not sure exactly what you want to convey, but based on the image and
your previous post, I'm guessing that you're going for something kind of
somber and contemplative, which is think is doable with the right
lighting. I don't really know how to express the scene in my mind, though.
-Xplo
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William F. Pokorny wrote:
>
> The lights are
> high (or low) pressure sodium. However, these lights are pretty much
> mono-chromatic and I just haven't been able to get the right look in a render.
Are those the bright yellow ones that seem to destroy most of the colors
viewed under them, like you were looking through a yellow filter or
something? If so, you might consider using Photoshop (if you have it) to
post-process the image.. might be easier than trying to get the right
look inside POV-Ray (with all the associated test renders).
-Xplo
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Xplo,
Yes, they emit almost all energy at 589nm, if I remember. I had
thought some about using a post render filter though I do not have Photoshop.
I tried to 'pre-process' the pigments in all my textures, but so far at least
I have not gotten it right. Have others gotten this kind of thing to
work?
If I write the filter myslef, I am pretty sure I need to figure out the
minimum intensity of color I can keep in the RGB ratios which best match the
wavelength of the real color? Am I off track?
Bill P.
>
> Are those the bright yellow ones that seem to destroy most of the colors
> viewed under them, like you were looking through a yellow filter or
> something? If so, you might consider using Photoshop (if you have it) to
> post-process the image.. might be easier than trying to get the right
> look inside POV-Ray (with all the associated test renders).
>
> -Xplo
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Steve...... Unintended, but now that you point it out! :-) Bill P.
> Tuesday is "Soylent Green" day.
>
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William F. Pokorny wrote:
>
> If I write the filter myslef, I am pretty sure I need to figure out the
> minimum intensity of color I can keep in the RGB ratios which best match the
> wavelength of the real color? Am I off track?
I hate to tell you this, but I really have no idea ^^;
What you need here is some kind of yellow filter that lets yellow pass
through unaltered but mostly blocks other colors of light, and I'm not
really sure how you would simulate this in POV-Ray post-processing.
Depending on how well POV-Ray simulates light frequencies (something
which might make a good POV 4 feature request, as it would replace the
presently-hacky photon dispersion, allow for more realistic light
scattering in atmosphere, allow for more controllable irridescence, and
so on, but I digress) you could try making all the lights strongly
yellowish and see if you get the proper effect.. but I suspect you won't.
-Xplo
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