POV-Ray : Newsgroups : povray.binaries.images : The dancing cur (89,6 kbbu) Server Time
19 Aug 2024 06:24:24 EDT (-0400)
  The dancing cur (89,6 kbbu) (Message 7 to 16 of 16)  
<<< Previous 6 Messages Goto Initial 10 Messages
From: David Fontaine
Subject: Re: The dancing cur (89,6 kbbu)
Date: 25 Jan 2001 23:18:13
Message: <3A70FA82.BD55ADF2@faricy.net>
It looks great but I have to nitpick the lighting. Too uniform, use a
fade_power.
Otherwise I like the subject and detail.

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


Post a reply to this message

From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 05:05:03
Message: <3a714bcf$1@news.povray.org>
Bob H. schrieb in Nachricht <3a701f85@news.povray.org>...
>A neat picture.

Thanks!

>The media might need intervals 2 or 3.  Like I always say, it still makes a
>difference when I use that in MegaPov despite it being said to be
automatic.
>If you test that you should be able to lower samples to compensate for
render
>time.


You might be right, I made a "quick" test with intervals 3 and samples 10,10
on the left part of the picture. Took about as long as with samples 30 but
perhaps it was a but smoother. I wonder if I should work more with
aa_threshold and aa_level. OTOH are the default settings of 0.1 and 4 not
bad at all AFAIK.

Marc-Hendrik


Post a reply to this message

From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 05:05:04
Message: <3a714bd0$1@news.povray.org>
KalleK schrieb in Nachricht <3a70536e$1@news.povray.org>...
>It really is OK. No, it is not, it's cool!


Thank you!

>The media does a good job,

Yeah it is okay, but there are some strange things happening above the lamps
(in the shadow of their 'ceilings').

> and the wood of the houses is very nice. Looks like much Iso too me.

Most of the scene is done with Isosurfaces. They are not that slow if the
formula is not too complicate.

>I wish, I would do such images.

You probably can :-). The most complicate thing in this pic was the sign.
But with some help over in p.newuser I got the imagemaps right and the rest
was not that hard. The woodstructure is just the function of a pigment I
copied from woods.inc with a flipped repeat-warp. The dog is a screenshot
from the poser3-dog (didn't want to bother with meshes this time) as another
pigment-function. Same with the text. Finaly I added some grooves between
the planks with another function.
The other Isos are just basic shapes (esp. rbox) with one or two
pigment-functions. Since I could do most of the cut-outs for doors and
windows by simple csg ('cause the beams cover the edges), the functions
remaind simple and fast.

Putting all together needed some time, but that's because I have not the
discipline to code first and render afterwards. So I make a test-render
after each single change which is quite slow, even if you concentrate on the
relevant parts.

Marc-Hendrik


Post a reply to this message

From: Marc-Hendrik Bremer
Subject: Re: The dancing cur (89,6 kbbu)
Date: 26 Jan 2001 05:05:06
Message: <3a714bd2@news.povray.org>
Psychomech schrieb in Nachricht <3A7### [at] homecom>...
>#include Taking a Tim Curry imatation voice
>#declare transscript lab_inreply_to_columbia_after_sword_of_domicles =
ok?OK?!?!?
>
>
>imho I lOVE IT!!!!!!!!!!!!!!!!!


Hihi, thank you.


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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/


Post a reply to this message

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


Post a reply to this message

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/


Post a reply to this message

<<< Previous 6 Messages Goto Initial 10 Messages

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