POV-Ray : Newsgroups : povray.binaries.images : Capriccio 16B Server Time
13 Aug 2024 05:48:02 EDT (-0400)
  Capriccio 16B (Message 11 to 20 of 35)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: ABX
Subject: Re: Capriccio 16B
Date: 27 May 2003 02:45:48
Message: <4126dvguirml7mn1a1deoddoorlnt9cmob@4ax.com>
On Mon, 26 May 2003 23:24:08 -0700, Gena Obukhov <obu### [at] mailcom> wrote:
> Thanks a lot! That's exactly what I need.

Good. So I finally contributed Capriccio. I'm happy about that :-)

> Does POV-Ray take memory only
> for one map in this case ?:

AFAIK yes, but if you unsure you can verify it with "Memory used" section in
povray messages.

> #local DomeMap = pigment{
>  image_map{jpeg "cathedral/dome1.jpg" once}
>  scale<1/4, 1/2, 1/4>
>  translate y*0.5
>  warp{spherical}
> };

BTW: After looking into your code I know more what you do - do you know instead
using layared texture you can use repeating warp? This should be fastest
solution.

ABX


Post a reply to this message

From: Peter Popov
Subject: Re: Capriccio 16B
Date: 27 May 2003 02:52:43
Message: <5n26dvk6g5adqas7gpmmi9av5qe2udnvi2@4ax.com>
On Tue, 27 May 2003 07:39:04 +0200, ABX <abx### [at] abxartpl> wrote:

>You can use image with 'once', scale it down to fit your section unrolled into
><0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
>sections with layered textures.

Wouldn't it be faster if Gena didn't use 'once' but rather scale
<1/32,1,1> and then use the spherical warp? This would spare the
layered texture overhead (which is quite major with radiosity).


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


Post a reply to this message

From: Peter Popov
Subject: Re: Capriccio 17
Date: 27 May 2003 02:54:43
Message: <sq26dvgjqfdrm3oknsuj469ive9cams0dv@4ax.com>
On Mon, 26 May 2003 21:32:26 -0700, Gena Obukhov <obu### [at] mailcom>
wrote:

>New version with some details.
>Added wooden posts and changed light source position.

I think the figures in the boats are not up to the same level of
detail as the other parts of the picture, even as compared to the
figures on the stairs. No offense to the contributor, just some
constructive criticism :)


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


Post a reply to this message

From: ABX
Subject: Re: Capriccio 16B
Date: 27 May 2003 02:58:25
Message: <jt26dvgt4nj4q1dkrkgbtc6v824ilvhh5p@4ax.com>
On Tue, 27 May 2003 09:52:22 +0300, Peter Popov <pet### [at] vipbg> wrote:
> >You can use image with 'once', scale it down to fit your section unrolled into
> ><0,0,0>-<1,1,0> area, and then use spherical warp. Then you can duplicate
> >sections with layered textures.
>
> Wouldn't it be faster if Gena didn't use 'once' but rather scale
> <1/32,1,1> and then use the spherical warp?

If you would foollow link I posted you could read that spherical warp is
mentioned there :-). And I proposed layers since I was somehow sure he need
partial transparency for other texture under.

ABX


Post a reply to this message

From: Christoph Hormann
Subject: Re: Capriccio 17
Date: 27 May 2003 10:42:14
Message: <3ED37945.E815152A@gmx.de>
Gena Obukhov wrote:
> 
> New version with some details.
> Added wooden posts and changed light source position.
> The source is in p.b.s.-f.

Nice posts.  I did not yet study the code but i suppose it won't be that
easy to make their cylindrical shape a bit less uniform.

Ib's work on the building is impressive as well.  The texture should
probably be somewhat patina-like - somethinbg quite difficult to achieve
without being too slow.  

I'm not sure about the change of the light position.  The left side
buildings are different from the original now but of course we have to
find a compromise because the lighting in the painting is not consistent.  

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Gena
Subject: Re: Capriccio 16B
Date: 27 May 2003 13:08:48
Message: <3ED39B9F.8056E77D@mail.com>
ABX wrote:

> Good. So I finally contributed Capriccio. I'm happy about that :-)

Welcome to the club :)

> BTW: After looking into your code I know more what you do - do you know instead
> using layared texture you can use repeating warp? This should be fastest
> solution.

Thanks again! I'm not so familiar with 'warp'. Now I have to learn it in details :)

Gena.


Post a reply to this message

From: Gena
Subject: Re: Capriccio 17
Date: 27 May 2003 13:23:53
Message: <3ED39F27.AD6130C1@mail.com>
Christoph Hormann wrote:

> Nice posts.

Thanks!

> I did not yet study the code but i suppose it won't be that
> easy to make their cylindrical shape a bit less uniform.

This is intersection between isosurface and heightfield (based
on function). I tried to make difference between isosurfaces
but I couldn't avoid holes in the result object even changing
max_gradient and accuracy.
I can add spline to the posts. But that will just curve it. Anyway
feel free to change it.

> Ib's work on the building is impressive as well.  The texture should
> probably be somewhat patina-like - somethinbg quite difficult to achieve
> without being too slow.

Yep. I think image map won't be so slow here :) I would also prefer to use
procedural texture here but I know how difficult is to make such kind of
texture.

> I'm not sure about the change of the light position.  The left side
> buildings are different from the original now but of course we have to
> find a compromise because the lighting in the painting is not consistent.

I also think that those buildings are too bright now and I'm going to
change their saturation in the future.
As for light source position, I tried to make cathedral and boat in the
center more illuminated.

Gena.


Post a reply to this message

From: Christoph Hormann
Subject: Re: Capriccio 17
Date: 27 May 2003 13:34:04
Message: <3ED3A18B.A8B2A76B@gmx.de>
Gena wrote:
> 
> [...]
> 
> This is intersection between isosurface and heightfield (based
> on function). I tried to make difference between isosurfaces
> but I couldn't avoid holes in the result object even changing
> max_gradient and accuracy.

See the documentation for 'max_trace' and 'all_intersections'.  Of course
you can also intersect in the isosurface function and just use one
isosurface.

I think they look a bit like they have bark on the outer surface, a rough
and weathered but mainly plain wood surface would probably be better.  I
will see if i can work on that.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Gena
Subject: Re: Capriccio 17
Date: 27 May 2003 13:37:12
Message: <3ED3A242.C1820EF1@mail.com>
Peter Popov wrote:

> I think the figures in the boats are not up to the same level of
> detail as the other parts of the picture, even as compared to the
> figures on the stairs. No offense to the contributor, just some
> constructive criticism :)

I think evrybody agrees that human figures are always one of the
most difficult part of any image, especially when you model it
yourself from the scratch. Jim created already exceptional models
for this image. Maybe it would be also a good idea to share
Wings3D source files (if Jim don't mind of course) so that anybody
who feels that he/she can improve it could change it and show us
the result.

Regarding level of details, maybe playing with image/bump maps
will help here. Also in a high resolution image will be visible a lack
of hair in some figures. Again maybe image/bump maps could
help here or any other technique.

Anyway, I think before making the final rendering we will make
fine tuning of many objects :)

Gena.


Post a reply to this message

From: Christoph Hormann
Subject: Re: Capriccio 17
Date: 27 May 2003 13:51:51
Message: <3ED3A5B6.E43246E9@gmx.de>
Gena wrote:
> 
> [...]
> 
> Regarding level of details, maybe playing with image/bump maps
> will help here. Also in a high resolution image will be visible a lack
> of hair in some figures. Again maybe image/bump maps could
> help here or any other technique.

I agree on that.  In the larger renders i did i can hardly find mesh
artefacts so the geometric detail is fairly good.  Of course some parts
like the hands are not perfect but this is not a big problem IMO and maybe
it can even be improved.  The textures are an important thing to work on. 
It would also be good if the boats could get some uv-coordinates so they
can be covered with a wood texture without looking carved from a large
block of wood.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.