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Hi Robert!
The architectural composition is impressive (don't now how historically
correct it is), but there is something sterile, CAD-like about the whole
scene, the textures appear quite uniform.
Is it designed to be transformed into VRML or another real-time
cyberspace system later on and therefore you chose not too complex
textures and atmospheric effects?
See you in Khyberspace!
Yadgar
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It is a texture. See: http://www.grsites.com/textures/ for more....
Dave Blandston <gra### [at] earthlinknet> wrote in message
news:3a5d4bad@news.povray.org...
> I'm very curious - are the stones in the road/walkway individual objects,
or
> is that some type of texture? If they are individual objects, how did you
> size and place them?
>
> -Dave
>
>
>
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"Robert J Becraft" <cas### [at] aolcom> wrote in message
news:3a5d27b0@news.povray.org...
One thing that worries me are the strong shadows combined with the overcast
skies....
Mr Picky.
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Yeah, and BTW: The shadows of the trees are quite flat, aren't they?
Same "dirt" on the walls would add to the realism, esp. at the "shoreline"
(if that's the correct term). And the wall at the left is quite horrible
IMO.
But this picture is very nice anyway. Wish I could make a complete "castle"
like that ....
Marc-Hendrik
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Wow !..
.. but i'd love to see some swans and ducks on water... :))
I'm impressed by your patience..
--
FD aka Freddy D. aka Prof D.
Pro### [at] wanadoofr
http://profd.est-ici.org
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The trees are flat. They are imagemaps. Still working on that part.
Do you have any textures to donate that would obtain the desired dirt you
reference?
Marc-Hendrik Bremer <Mar### [at] t-onlinede> wrote in message
news:3a5dc75a@news.povray.org...
> Yeah, and BTW: The shadows of the trees are quite flat, aren't they?
> Same "dirt" on the walls would add to the realism, esp. at the "shoreline"
> (if that's the correct term). And the wall at the left is quite horrible
> IMO.
>
> But this picture is very nice anyway. Wish I could make a complete
"castle"
> like that ....
>
> Marc-Hendrik
>
>
>
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Robert J Becraft schrieb in Nachricht <3a5e022c$1@news.povray.org>...
>The trees are flat. They are imagemaps. Still working on that part.
They look good from the front. Imagemaps? Hm, don't know, but couldn't you
add another plane perpendicular to the light-direction and use Megapov's
"no_image" to it? Not the best solution, but the shadows would look more
convincing.
>
>Do you have any textures to donate that would obtain the desired dirt you
>reference?
>
I'm not at all good with these things, but I would start with a turbulated
"gradient y"-pigment, with some filtered green and brown at the "botom" and
a totaly clear pigment at the top. That will probably look not that good, so
a gradient texture_map could help. Sorry that I can't help more. I'm still
struggeling with the "used-look" myself.
The color variation in the bricks is allready very good IMO.
Marc-Hendrik
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Marc-Hendrik Bremer wrote:
> They look good from the front. Imagemaps? Hm, don't know, but couldn't you
> add another plane perpendicular to the light-direction and use Megapov's
> "no_image" to it? Not the best solution, but the shadows would look more
> convincing.
Just what I was thinking.
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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I'm not using megapov... :-(
David Fontaine <dav### [at] faricynet> wrote in message
news:3A5E47E1.55321375@faricy.net...
> Marc-Hendrik Bremer wrote:
>
> > They look good from the front. Imagemaps? Hm, don't know, but couldn't
you
> > add another plane perpendicular to the light-direction and use Megapov's
> > "no_image" to it? Not the best solution, but the shadows would look more
> > convincing.
>
> Just what I was thinking.
>
> --
> David Fontaine <dav### [at] faricynet> ICQ 55354965
> My raytracing gallery: http://davidf.faricy.net/
>
>
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Robert J Becraft wrote in message <3a5fcd55@news.povray.org>...
>I'm not using megapov... :-(
Highly advised instead. Lots of features, as your are in fact working with a
preview of 3.5.
I made some experiments with tree crowns made by an isosurface created with
1 sphere + noise (giving real 3d displacement) and, from a distance, they
look almost real. Add a partly transparent texture, bump up max_trace_level
and stare.... only trouble, slow (but 1+GHz are build for a reason, aren't
they?)
Alessandro Coppo
a.c### [at] iolit
www.geocities.com/alexcoppo/
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