POV-Ray : Newsgroups : povray.binaries.images : Capriccio18 Server Time
16 Oct 2026 05:16:49 EDT (-0400)
  Capriccio18 (Message 1 to 22 of 22)  
From: Gena Obukhov
Subject: Capriccio18
Date: 14 Jun 2003 17:38:01
Message: <3EEB93CF.FD9A0112@mail.com>
I've finished buildings on the right side and
reduced saturation for all image maps.

If you are working on the scene please post your progress
in this thread so that we could know what we should do
next :)

We still need:
- more boats/sails
- textures for boats/sails
- more textures for cathedral
- clouds
- tiles for roofs (ideally macro)
- people in front of the cathedral (we could use image maps)

Gena.


Post a reply to this message


Attachments:
Download 'capriccio.jpg' (186 KB)

Preview of image 'capriccio.jpg'
capriccio.jpg


 

From: Jim Charter
Subject: Re: Capriccio18
Date: 14 Jun 2003 18:06:13
Message: <3eeb9c55$1@news.povray.org>
Gena Obukhov wrote:
> I've finished buildings on the right side and
> reduced saturation for all image maps.
> 
> If you are working on the scene please post your progress
> in this thread so that we could know what we should do
> next :)
> 
>
Hi Gena, I am still working to improve the detail and modelling of the 5 
figures I have done so far.


Post a reply to this message

From: Peter Hertel
Subject: Re: Capriccio18
Date: 14 Jun 2003 19:00:55
Message: <3eeba927@news.povray.org>
> If you are working on the scene please post your progress
> in this thread so that we could know what we should do
> next :)

I'm still working on the triangle relief for the cathedral. It's
progressing extremely slow, as RL(tm) has been busy the past weeks. I've
dressed up a soldier with some equipment, so I can use the same figure
for all the poses.
Is there a deadline for the project?

-Peter


Post a reply to this message

From: Jim Charter
Subject: Re: Capriccio18 - revised figure in boat
Date: 14 Jun 2003 20:24:51
Message: <3eebbcd3@news.povray.org>



Post a reply to this message


Attachments:
Download 'image2.jpg' (24 KB)

Preview of image 'image2.jpg'
image2.jpg


 

From: Gena Obukhov
Subject: Re: Capriccio18
Date: 14 Jun 2003 21:02:26
Message: <3EEBC3BF.4DC2C692@mail.com>
Peter Hertel wrote:

> Is there a deadline for the project?

No.
From one side it's good from the other it's not so good
when you don't have the deadline ;)

Gena.


Post a reply to this message

From: Gena Obukhov
Subject: Re: Capriccio18 - revised figure in boat
Date: 14 Jun 2003 21:06:50
Message: <3EEBC4C6.2D5A5BA@mail.com>
IMHO it looks much better now.
The very last suggestion to move moustache a bit
lower :)
If you don't mind I would try to work on the texture
whenever you are ready to post the source.

Keep on good job Jim :)

Gena.


Post a reply to this message

From: JC (Exether)
Subject: Re: Capriccio18
Date: 16 Jun 2003 03:45:30
Message: <3EED7599.3070404@spam.fr>
Would it be possible to post the real painting along with the POV image 
? As I remember it we should start to have quite an impressive ressemblance.

It's definitly a great team work !

JC

Gena Obukhov wrote:
> I've finished buildings on the right side and
> reduced saturation for all image maps.
> 
> If you are working on the scene please post your progress
> in this thread so that we could know what we should do
> next :)
> 
> We still need:
> - more boats/sails
> - textures for boats/sails
> - more textures for cathedral
> - clouds
> - tiles for roofs (ideally macro)
> - people in front of the cathedral (we could use image maps)
> 
> Gena.
> 
> 
> 
> ------------------------------------------------------------------------
>


Post a reply to this message

From: Gena
Subject: Re: Capriccio18
Date: 16 Jun 2003 13:09:15
Message: <3EEDF9BD.5F8B0B53@mail.com>
"JC (Exether)" wrote:

> Would it be possible to post the real painting along with the POV image
> ? As I remember it we should start to have quite an impressive ressemblance.

We discussed this question already in one of the 'capriccio' threads.
Unfortunately we cannot do that because of copyright issues. You can
get the original here (click on image to enlarge it):

http://www.tate.org.uk/servlet/AWork?id=9296

Also Christoph Hormann create some kind of private homepage. So all
contributors have access to it. We keep there high resolution version
of that painting and some other reference images. If you are want to
participate in the project just ask Christoph for login-password.

> It's definitly a great team work !

Thanks! We still have some vacancies open ;)

Gena.


Post a reply to this message

From: Peter Hertel
Subject: Re: Capriccio18
Date: 17 Jun 2003 17:44:16
Message: <3eef8bb0@news.povray.org>
> > Is there a deadline for the project?
> No.
> From one side it's good from the other it's not so good
> when you don't have the deadline ;)

True.. I think I have to set my own deadline though.
I'll be on holiday in july without a Windoze pc to run poser on, and
when I return about August the 1. there's only a few weeks and I'm
having my final examination, then I'll move, and will only take my own
linux box with me..
I think I'll have to cut some cornes if I don't get a lot of my time
soon, but I'll release all the poser files/meshes/pov files so you can
improve it if it's needed.

-Peter


Post a reply to this message

From: Gena Obukhov
Subject: Re: Capriccio18
Date: 18 Jun 2003 02:46:47
Message: <3EF008ED.B6C0BBA9@mail.com>
I've created the macro for making tile roof.
Each tile is a mesh but it doesn't work as I expected.
Whenever I increase the number of tiles allocated
memory is increasing too. I'm just wondering
what's wrong? The source is in p.b.s.-f.

Gena.


Post a reply to this message


Attachments:
Download 'tiles.jpg' (92 KB)

Preview of image 'tiles.jpg'
tiles.jpg


 

From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 05:18:08
Message: <3ef02e50@news.povray.org>
"Gena Obukhov" <obu### [at] mailcom> a écrit dans le message de news:
3EF008ED.B6C0BBA9@mail.com...
> I've created the macro for making tile roof.
> Each tile is a mesh but it doesn't work as I expected.
> Whenever I increase the number of tiles allocated
> memory is increasing too. I'm just wondering
> what's wrong?

Changing the number of faces doesn't affect the memory use, so instanciation
works as it should.
I guess it's the texture statement as it's defined for each tile. Removing
all the individual statements cuts the memory use in half.
One possibility to solve this would be to use the cells pattern to cover the
entire mesh instead of texture each tile independently. Just scale the
pattern to match the tile size.
Great macro by the way, it should be very handy.

G.

--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


Post a reply to this message

From: Gena Obukhov
Subject: Re: Capriccio18
Date: 18 Jun 2003 10:23:53
Message: <3EF07413.1D11AC50@mail.com>
Gilles Tran wrote:

> Changing the number of faces doesn't affect the memory use, so instanciation
> works as it should.
> I guess it's the texture statement as it's defined for each tile. Removing
> all the individual statements cuts the memory use in half.
> One possibility to solve this would be to use the cells pattern to cover the
> entire mesh instead of texture each tile independently. Just scale the
> pattern to match the tile size.
> Great macro by the way, it should be very handy.

Thanks for hints Gilles!
I'll try to modify the macro.

Gena.


Post a reply to this message

From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 10:55:11
Message: <3ef07d4f$1@news.povray.org>
"Gena Obukhov" <obu### [at] mailcom> a écrit dans le message de news:
3EF07413.1D11AC50@mail.com...
> Thanks for hints Gilles!

I came upon the same problem some years ago but at this time the tiles were
made with CSG so making large roofs with them was out of the question due to
speed and RAM limitation... and texturing every tile didn't help!

> I'll try to modify the macro.

When I think of it, there could be a separate version of the macro that
would create the entire roof, or at least a half roof, as a single mesh. It
would take longer to parse, but the same roof (preferably saved as an *.inc
file) could be used over and over (like grass patches) which would be great
for some types of city pictures.

G.

--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


Post a reply to this message

From: Gena Obukhov
Subject: Re: Capriccio18
Date: 18 Jun 2003 11:10:39
Message: <3EF07F09.DE9B7261@mail.com>
Gilles Tran wrote:

> I came upon the same problem some years ago but at this time the tiles were
> made with CSG so making large roofs with them was out of the question due to
> speed and RAM limitation... and texturing every tile didn't help!

I modified the macro (source in p.b.s.-f.). Cells pattern is in use
and there is only one texture for the whole roof now. But the
memory still grows. I suspect something is wrong with declarations
just cannot realize what :)

> When I think of it, there could be a separate version of the macro that
> would create the entire roof, or at least a half roof, as a single mesh. It
> would take longer to parse, but the same roof (preferably saved as an *.inc
> file) could be used over and over (like grass patches) which would be great
> for some types of city pictures.

That's a good idea about one mesh. I'll try to do that. Though
it's not so useful for current scene it can be useful for somebody
else in the future :)

Gena.


Post a reply to this message

From: Christoph Hormann
Subject: Re: Capriccio18
Date: 18 Jun 2003 11:20:33
Message: <3EF08341.C231B62F@gmx.de>
Gena Obukhov wrote:
> 
> I've created the macro for making tile roof.
> Each tile is a mesh but it doesn't work as I expected.
> Whenever I increase the number of tiles allocated
> memory is increasing too. I'm just wondering
> what's wrong? The source is in p.b.s.-f.

Looks good (so does the 'version 18', i'm a bit late with my comments at
the moment...).  For rendering efficiency it would be better to put
several tiles (like a whole row) in one mesh.  This would cost more memory
but it would render faster.  

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 11:45:54
Message: <3ef08932$1@news.povray.org>
"Gena Obukhov" <obu### [at] mailcom> a écrit dans le message de news:
3EF07F09.DE9B7261@mail.com...
> But the
> memory still grows. I suspect something is wrong with declarations
> just cannot realize what :)

I guess it's normal, as memory is allocated to each tile anyway, I suppose
for positionning and such (I'll let programmers tell you exactly what
happens). Increase the number of faces and you will see that the RAM use
doesn't change much for a given number of tiles, which proves that
instanciation works correctly.

> That's a good idea about one mesh. I'll try to do that. Though
> it's not so useful for current scene it can be useful for somebody
> else in the future :)

Note that an additional benefit of using a single mesh is that you'll be
able to use the same mesh for both panes, thus cutting RAM use in half.

G.


--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


Post a reply to this message

From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:23:08
Message: <3EF09FFF.FD3C73A6@mail.com>
Txemi Jendrix is making boats for this scene and we need
textures for those boats, ideally for UV-mapping. As far
as I know he is using Hamapatch. What's the best way to
make such UV textures in this case?

Should he save model in OBJ format and using UVMapper
to make that UV template? What kind of template does
UVMapper produce? Is it rectangular image? Is there any
need in using warping software for making such texture?

Gena.


Post a reply to this message

From: Christoph Hormann
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:28:34
Message: <3EF0A141.796F425F@gmx.de>
Gena wrote:
> 
> Txemi Jendrix is making boats for this scene and we need
> textures for those boats, ideally for UV-mapping. As far
> as I know he is using Hamapatch. What's the best way to
> make such UV textures in this case?
> 
> Should he save model in OBJ format and using UVMapper
> to make that UV template? What kind of template does
> UVMapper produce? Is it rectangular image? Is there any
> need in using warping software for making such texture?

I think the wood textures of the boats should best be procedural, this
would require a good 'design' of the uv-coordinates so the grain of the
wood parts is oriented in a realistic way.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:51:16
Message: <3EF0A697.4B8550B4@mail.com>
Christoph Hormann wrote:

> I think the wood textures of the boats should best be procedural, this
> would require a good 'design' of the uv-coordinates so the grain of the
> wood parts is oriented in a realistic way.

How can we produce those uv-coordinates? Through UVMapper (I've never
used it before)?

Gena.


Post a reply to this message

From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 13:55:36
Message: <3EF0A79C.DA1A4CD1@mail.com>
BTW, can we use the cloth patch for POV-Ray for
making sails for some of those boats? Is it easier than
modeling it in Hamapatch?

Gena.

Christoph Hormann wrote:

> Gena wrote:
> >
> > Txemi Jendrix is making boats for this scene and we need
> > textures for those boats, ideally for UV-mapping. As far
> > as I know he is using Hamapatch. What's the best way to
> > make such UV textures in this case?
> >
> > Should he save model in OBJ format and using UVMapper
> > to make that UV template? What kind of template does
> > UVMapper produce? Is it rectangular image? Is there any
> > need in using warping software for making such texture?
>
> I think the wood textures of the boats should best be procedural, this
> would require a good 'design' of the uv-coordinates so the grain of the
> wood parts is oriented in a realistic way.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


Post a reply to this message

From: Gilles Tran
Subject: Re: Capriccio18
Date: 18 Jun 2003 15:30:37
Message: <3ef0bddd@news.povray.org>
"Gena" <obu### [at] mailcom> a écrit dans le message de news:
3EF0A697.4B8550B4@mail.com...

> How can we produce those uv-coordinates? Through UVMapper (I've never
> used it before)?

I don't use Hamapatch, but UVMapper can do a pretty good job. For instance
the car here :
http://www.oyonale.com/iss/english/museum_07.htm
was uvmapped with it from a mesh that didn't any uv info at first.
I'm using the Pro version though, because the free one has too many
limitations for this sort of job.

G.


--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


Post a reply to this message

From: Gena
Subject: Re: Capriccio18
Date: 18 Jun 2003 20:11:38
Message: <3EF0FFBD.5768EFF5@mail.com>
Christoph Hormann wrote:

> Looks good (so does the 'version 18', i'm a bit late with my comments at
> the moment...).  For rendering efficiency it would be better to put
> several tiles (like a whole row) in one mesh.  This would cost more memory
> but it would render faster.

About speed. It's very slow when it's used in CSG. Is there any way to
improve that? Should I use bounded_by? If so, where - tile, roof or
result of CSG?

Gena.


Post a reply to this message

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