POV-Ray : Newsgroups : povray.binaries.images : Church finally finished Server Time
13 Aug 2024 13:19:36 EDT (-0400)
  Church finally finished (Message 21 to 24 of 24)  
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From: Florian Brucker
Subject: Re: Church finally finished
Date: 17 Apr 2003 12:30:23
Message: <3e9ed69f$1@news.povray.org>
Hey John

> I've had this problem with both bricks and lettering at a distance.
> I've solved both problems by blurring the texture, using a macro that
> blurs it according to the render resolution, camera angle, and distance.

Would you mind sharing the code? This macro is really useful!

florian


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From: John Haiducek
Subject: Re: Church finally finished
Date: 18 Apr 2003 11:20:03
Message: <web.3ea01785dfe49ca9890025210@news.povray.org>
Tek wrote:
>Very nice modelling, yet somehow it doesn't look very realistic. I suggest using
>a different sky, and changing the lighting, at the moment both those things seem
>quite artificial.
>
>The details in the scene are great.All the concrete posts and signs and road
>markings, exactly the kind of thing that should be there but that are lacking
>from a lot of CG. Very nice work.
>
>--
>Tek
>http://www.evilsuperbrain.com
>

I agree.  The buildings are outstanding!

Try using an area light, or radiosity, and create a more detailed texture
for the road--like with lighter-colored areas where cars have worn down the
asphalt.


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From: John VanSickle
Subject: Re: Church finally finished
Date: 21 Apr 2003 13:38:16
Message: <3EA42C99.D371BE51@hotmail.com>
Florian Brucker wrote:
> 
> Hey John
> 
> > I've had this problem with both bricks and lettering at a distance.
> > I've solved both problems by blurring the texture, using a macro that
> > blurs it according to the render resolution, camera angle, and distance.
> 
> Would you mind sharing the code? This macro is really useful!

Something like this:

pigment { average
  pigment_map {
#local iI=0;#while(iI<Divisions)
  #local iJ=0;#while(iJ<Divisions)
    [1 myPigment
      translate vU*(iI-Divisions/2+1)/Divisions
      translate vV*(iJ-Divisions/2+1)/Divisions
    ]
  #local iJ=iJ+1;#end
#local iI=iI+1;#end
}

For this code, myPigment is already defined as your basic pigment.
vU and vV are chosen to lie within the plane of the surface to which
the pigment is to be applied.  The magnitude of the vectors should
be equal to the distance from the camera location to the surface,
divided by the image_height and the length of the camera's direction
vector.

Regards,
John


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From: Florian Brucker
Subject: Re: Church finally finished
Date: 24 Apr 2003 13:52:57
Message: <3ea82479@news.povray.org>
Hey John!

> Something like this:
>
> [nice piece of code]

Thanks for sharing!

florian


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