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Without a doubt an interesting subject. Great model too, incredible. I've
jumped in here to try it out myself but mainly just to render the scene
file, then I wanted to create a mockup of the front of that building to make
it less surreal. I soon realized the scale doesn't look right somehow. The
dome might be too far away and possibly too large for this setting
(foreground buildings). I found another picture by using google image
search, this time a very old photo.
http://www.forgottenfutures.com/library/venice/venice5.gif
There's some different detail to the dome as seen there compared with the
painting. I'm not 100% positive these are the same thing but it sure matches
up okay with the painting aside from perspective. This idea of copying a
painting is certainly a great excercise in getting lighting and objects in
order.
Here's my rendering of it so far, with changes to the lighting and sky as
well as the addition. Which is there only to stand in until more is done, if
I ever get around to it. I won't post source unless asked because this might
never get anywhere, and somebody else might do better anyhow.
Bob H.
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Preview of image 'capricfront.jpg'
![capricfront.jpg](/povray.binaries.images/attachment/%3C3e88707b%40news.povray.org%3E/capricfront.jpg?preview=1)
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It's a very good contribution! Welcome to the club :)
Go ahead and post your sources. I think it's OK
if something will be changed or replaced later on.
We just have to keep in mind that we have to improve
image not just change it :) So I don't mind if you will
change my objects/textures if those changes will
improve the scene overall :)
I understand that everybody has his/her own opinion about
improvements :) I think this is one of the main challenges
in this process - to find out the consensus :)
Gena.
"Hughes, B." wrote:
> Without a doubt an interesting subject. Great model too, incredible. I've
> jumped in here to try it out myself but mainly just to render the scene
> file, then I wanted to create a mockup of the front of that building to make
> it less surreal. I soon realized the scale doesn't look right somehow. The
> dome might be too far away and possibly too large for this setting
> (foreground buildings). I found another picture by using google image
> search, this time a very old photo.
>
> http://www.forgottenfutures.com/library/venice/venice5.gif
>
> There's some different detail to the dome as seen there compared with the
> painting. I'm not 100% positive these are the same thing but it sure matches
> up okay with the painting aside from perspective. This idea of copying a
> painting is certainly a great excercise in getting lighting and objects in
> order.
>
> Here's my rendering of it so far, with changes to the lighting and sky as
> well as the addition. Which is there only to stand in until more is done, if
> I ever get around to it. I won't post source unless asked because this might
> never get anywhere, and somebody else might do better anyhow.
>
> Bob H.
>
> [Image]
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"Gena" <obu### [at] mail com> wrote in message
news:3E88860D.97CD8EBF@mail.com...
> It's a very good contribution! Welcome to the club :)
Thanks!
> Go ahead and post your sources. I think it's OK
> if something will be changed or replaced later on.
Alright, I'm putting it with the other in that thread at p.b.s-f and naming
the zip file capricio5. It has all the files again plus mine.
Bob H.
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Added three new buildings (without textures yet).
See the source in p.b.s.-f. More houses coming soon.
Feel free to modify/improve the scene and to add
your own objects.
Gena.
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Preview of image 'capricio.jpg'
![capricio.jpg](/povray.binaries.images/attachment/%3C3E8AA556.D8430C16%40mail.com%3E/capricio.jpg?preview=1)
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Great! It sure is getting there. Having looked again at the painting I see
that those buildings on the right side need to be much taller. I was only
throwing boxes in without checking on that first. Which is kinda the way I
went about piecing together the front of the St. Paul's building. The
painting is also very dark, I was trying to get a sunny day appearance so I
could see it all better while making stuff. Speaking of that, I sure hope
nobody tries the clouds, way too slow.
"Gena Obukhov" <obu### [at] mail com> wrote in message
news:3E8AA556.D8430C16@mail.com...
> Added three new buildings (without textures yet).
> See the source in p.b.s.-f. More houses coming soon.
> Feel free to modify/improve the scene and to add
> your own objects.
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If you compare the original image with the
one posted, you'll notice that the foreground
buildings are too far away from the St. Paul's.
Additionally, I think the sun's position in the
image isn't correct. If you look at the front
of St. Paul's in the original, you'll notice its
mostly in shadows.
Aside of that, I don't know where I could
contribute to this. My Water-Surface would
surely be overkill for this image, and isn't finished.
I could try to recreate some nice clouds for
the background via subsurface-scattering,
but I'm not sure if this is wanted, and I've read
that you'd want to use skylight.inc or so for
the background...
I'm no good at building buildings, and never
even tried to go for boats yet. So aside of
the media-clouds, nothing I could contribute. :-(
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmx de
> Great! It sure is getting there. Having looked again at the painting I see
> that those buildings on the right side need to be much taller. I was only
> throwing boxes in without checking on that first. Which is kinda the way I
> went about piecing together the front of the St. Paul's building. The
> painting is also very dark, I was trying to get a sunny day appearance so
I
> could see it all better while making stuff. Speaking of that, I sure hope
> nobody tries the clouds, way too slow.
>
> "Gena Obukhov" <obu### [at] mail com> wrote in message
> news:3E8AA556.D8430C16@mail.com...
> > Added three new buildings (without textures yet).
> > See the source in p.b.s.-f. More houses coming soon.
> > Feel free to modify/improve the scene and to add
> > your own objects.
>
>
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"Tim Nikias v2.0" wrote:
> If you compare the original image with the
> one posted, you'll notice that the foreground
> buildings are too far away from the St. Paul's.
>
> Additionally, I think the sun's position in the
> image isn't correct. If you look at the front
> of St. Paul's in the original, you'll notice its
> mostly in shadows.
Those changes would be a good contribution from you :)
> Aside of that, I don't know where I could
> contribute to this...
There are still many places which need to be done and
which are waiting for volunteers:
- Sky/clouds. It would be good to have several variants
implemented with different techniques. So that we could
compare and select which one fits better. I mean such
techniques as high resolution image map on plane or big
sphere, stack of planes, media or anything else.
- Buildings. It's not necessary to create the whole building.
You could just model that clock on the wall of the cathedral.
Or make window tents for some buildings (using sPatch,
Hamapatch or JPatch) with uv-mapped textures. If you
have painting skills you can paint those houses which are not
painted yet. Also there is ornament on the facade of the
cathedral we could mimic it with height-field.
- People. It's always the challenge to make a human figure.
It looks like we cannot use Poser objects because they are not
free. That's why I see only the following alternatives - either
use some freeware models (if any) or make own objects (using
above-mentioned patch modellers) or prepare some partly
transparent image maps (this technique is widely used in 3D
architecture projects).
- Stairway in the foreground and wooden posts are good
candidates for height-field or isosurface.
- Boats/Sails. It could be modelled with above-mentioned patch
modellers or Wings3D. Sails could have uv-mapped textures.
- We can also add some POV-Ray touch to the final image -
to place somewhere reflective ball on a checkered floor :)
You are welcome to work on any item and use any technique :)
Gena.
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>
> - People. It's always the challenge to make a human figure.
> It looks like we cannot use Poser objects because they are not
> free. That's why I see only the following alternatives - either
> use some freeware models (if any) or make own objects (using
> above-mentioned patch modellers) or prepare some partly
> transparent image maps (this technique is widely used in 3D
> architecture projects).
>
I am modelling some figures in Wings 3D.
Should have something soon.
-Jim
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I'll try and work on some subsurface-scattering clouds then,
thats what I've got good experience with (Iced Land, Worldbowl).
This'll need some time though. I'll download the latest scene-
compilation and just take the lighting-setup to work on the clouds.
As for the lighting-setup itself, that should be up to someone
else. I'll just create some nice clouds.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmx de
> "Tim Nikias v2.0" wrote:
>
> > If you compare the original image with the
> > one posted, you'll notice that the foreground
> > buildings are too far away from the St. Paul's.
> >
> > Additionally, I think the sun's position in the
> > image isn't correct. If you look at the front
> > of St. Paul's in the original, you'll notice its
> > mostly in shadows.
>
> Those changes would be a good contribution from you :)
>
>
> > Aside of that, I don't know where I could
> > contribute to this...
>
> There are still many places which need to be done and
> which are waiting for volunteers:
>
> - Sky/clouds. It would be good to have several variants
> implemented with different techniques. So that we could
> compare and select which one fits better. I mean such
> techniques as high resolution image map on plane or big
> sphere, stack of planes, media or anything else.
>
> - Buildings. It's not necessary to create the whole building.
> You could just model that clock on the wall of the cathedral.
> Or make window tents for some buildings (using sPatch,
> Hamapatch or JPatch) with uv-mapped textures. If you
> have painting skills you can paint those houses which are not
> painted yet. Also there is ornament on the facade of the
> cathedral we could mimic it with height-field.
>
> - People. It's always the challenge to make a human figure.
> It looks like we cannot use Poser objects because they are not
> free. That's why I see only the following alternatives - either
> use some freeware models (if any) or make own objects (using
> above-mentioned patch modellers) or prepare some partly
> transparent image maps (this technique is widely used in 3D
> architecture projects).
>
> - Stairway in the foreground and wooden posts are good
> candidates for height-field or isosurface.
>
> - Boats/Sails. It could be modelled with above-mentioned patch
> modellers or Wings3D. Sails could have uv-mapped textures.
>
> - We can also add some POV-Ray touch to the final image -
> to place somewhere reflective ball on a checkered floor :)
>
> You are welcome to work on any item and use any technique :)
>
> Gena.
>
>
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I added the standing figure on the steps near the slip on the right. I
also adjusted the building placers on the right to try and get a truer
skyline. In order to get the steps in the foreground I lowered the
water level 1 unit. If this is okay I will continue to model the stairs
and the woman in the foreground.
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