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From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 05:05:07
Message: <3a714bd3@news.povray.org>
Remco de Korte schrieb in Nachricht <3A708CC3.6EC4D0D6@onwijs.com>...
>Great scene. I really liked the houses. The street seemd a bit regular but
not
>if you hadn't mentioned it...
>
>Remco


Thanks!

I'll probably do a more detailed street in my next scene, but there was that
little of it to be seen with the current camera angle that I left it the way
it is.

Marc-Hendrik


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From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 05:05:08
Message: <3a714bd4@news.povray.org>
Abe schrieb in Nachricht <3A70A1E5.37A0BA2D@taconic.net>...
>I really like the atmosphere of this pic...

Thank you!

>and I feel bad about giving criticism.

You are welcome. There is no point in posting a picture if you don't want to
know what the other think about it.

>However, the light doesn't seem to peak in intensity at the sources -
>i.e. flare - like my eye expects it too. Could something be done with
>glows or pseudo-flares (using textured discs)?

Oh, I see what you mean. I tried a glow first, cause I hoped I could skip
the media for the haze. But it did not look right. More like a modern time
street  lamp or such. And would have been quite difficult to find the right
colour for it, 'couse of the tinted glass and such (hm, maybe not THAT
difficult).
I didn't try flares yet 'cause I somehow don't like the idea. OTOH you are
absolutely right, that the low intensity robs some realism.

Marc-Hendrik


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From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 05:05:09
Message: <3a714bd5@news.povray.org>
David Fontaine schrieb in Nachricht <3A70FA82.BD55ADF2@faricy.net>...
>It looks great but I have to nitpick the lighting. Too uniform, use a
>fade_power.

I used fade_power 2 and media_attenuation for each light_source in the
scene, as you can see at the torch. But I should probably have varied the
colour of the two lanterns more. Or did you mean something else?

>Otherwise I like the subject and detail.
>

Thank you!

Marc-Hendrik


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From: Christoph Hormann
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 07:55:21
Message: <3A7173B4.FC5D67F5@gmx.de>
It looks nice, but awfully slow...

The wall parts between the wood should IMO have a different kind of
roughness, some base level where the irregular structures are 'carved in'
would be better.  

The wood looks neat, do you care to share the functions? I'm always
searching for new ideas for isosurface wood :-)

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 08:37:02
Message: <3a717d7e@news.povray.org>
Christoph Hormann schrieb in Nachricht <3A7173B4.FC5D67F5@gmx.de>...
>
>It looks nice, but awfully slow...
>

Thanks and yes. The big media-box  takes most of the time. Without media and
Antialiasing it renders in about 45 min.

>The wall parts between the wood should IMO have a different kind of
>roughness, some base level where the irregular structures are 'carved in'
>would be better.
>

Well, I would imagine, that is the way concrete walls are. Since the loam is
thrown on the wicker-work, I think the outstanding irregularities are not
totally wrong. OTOH I have seen and lifed in so many differend houses of
that kind, that I think somewhere you can find about every wall you ever
want :-) But most important was, that it was really easy to achieve - just a
granite pigment with the colour_map a bit 'flattend' on a box.

>The wood looks neat, do you care to share the functions? I'm always
>searching for new ideas for isosurface wood :-)

It is stolen from the standard woods.inc :-) Something like this:

#declare WoodFun2=
function{ pigment{ P_WoodGrain8A
       color_map{
         [0 rgb 0]
         [1 rgb 1]
       }
    scale 0.2    rotate y*94     translate y*0.1
    }
}

#declare WoodFun3=
function{pigment{P_WoodGrain8B
       color_map{
         [0 rgb 0]
         [1 rgb 1]
       }
    scale 0.2    rotate y*94    translate y*0.1
    }
}

#declare Balken =
   isosurface {
        function { RBox
(x,y+noise3d(x,y/2,z)/30+noise3d(x,y/4,z)/40,z+noise3d(x,y,z/2)/40)
// Rounded Box
                   -0.005*WoodFun2(x,y,z)     // Holz
                   -0.005*WoodFun3(x,y,z)
                  }
        method 2
        max_gradient 2
        accuracy 0.01
        contained_by{box {<-1.1,-0.15,-2.5>,<1.1,0.15,0.25>}}
        texture{T_Wood8 scale 0.2 rotate y*94 translate y*0.1}

    }

The scaling and the rotation made it look good. And as you can see, I added
some irregularities to tha rounded box, which makes the beams a bit
difficult to position (cause they are somewhat curved) but more realistic
IMO.

Marc-Hendrik


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From: David Fontaine
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 13:58:36
Message: <3A71C8D6.9171DEA6@faricy.net>
Marc-Hendrik Bremer wrote:

> >It looks great but I have to nitpick the lighting. Too uniform, use a
> >fade_power.
>
> I used fade_power 2 and media_attenuation for each light_source in the
> scene, as you can see at the torch. But I should probably have varied the
> colour of the two lanterns more. Or did you mean something else?

Really? It looks more uniform than that. Well it's still cool.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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