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Hi!
I was working on this scene the last few weeks and consider it now at least
near final. Since it renders in 42 h 33 m 31 s I'm not sure if I'll render
it again, even if I still have some ideas for the background and the street
is not much more than an Iso with some big scale noise3d. In addition to
that there are some bugs in the media haze. I'll have to see some day, if
there are some settings which can do that better and faster (now I'm using
method 3 with samples 30,30).
As the sun is shining now in my room, I wonder if it is (again) too dark.
There are some details which are barely noticeable but yesterday night it
looked okay. Perhaps adjust gamma a bit (it's rendered with assumed_gamma
1).
As always I would like to hear your comments, critics and what ever you want
to tell me (hm, perhaps not everything you want to tell me :-)).
Marc-Hendrik
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Preview of image 'stadt-final.jpeg.jpg'
![stadt-final.jpeg.jpg](/povray.binaries.images/attachment/%3C3a700523%40news.povray.org%3E/stadt-final.jpeg.jpg?ttop=443840&toff=11300&preview=1)
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A neat picture. Doesn't seem dark enough to me really, assumed_gamma 1 never
does when I use it.
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.
Bob H.
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Hi Marc
> As the sun is shining now in my room, I wonder if it is (again) too dark.
> There are some details which are barely noticeable but yesterday night it
> looked okay. Perhaps adjust gamma a bit (it's rendered with assumed_gamma
> 1).
It really is OK. No, it is not, it's cool!
The media does a good job, and the wood of the houses is very nice. Looks like much
Iso too me.
I wish, I would do such images.
czkk
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#include Taking a Tim Curry imatation voice
#declare transscript lab_inreply_to_columbia_after_sword_of_domicles = ok?OK?!?!?
imho I lOVE IT!!!!!!!!!!!!!!!!!
KalleK wrote:
> Hi Marc
>
> > As the sun is shining now in my room, I wonder if it is (again) too dark.
> > There are some details which are barely noticeable but yesterday night it
> > looked okay. Perhaps adjust gamma a bit (it's rendered with assumed_gamma
> > 1).
>
> It really is OK. No, it is not, it's cool!
> The media does a good job, and the wood of the houses is very nice. Looks like much
Iso too me.
> I wish, I would do such images.
>
> czkk
Post a reply to this message
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Great scene. I really liked the houses. The street seemd a bit regular but not
if you hadn't mentioned it...
Remco
Marc-Hendrik Bremer wrote:
>
> Hi!
>
> I was working on this scene the last few weeks and consider it now at least
> near final. Since it renders in 42 h 33 m 31 s I'm not sure if I'll render
> it again, even if I still have some ideas for the background and the street
> is not much more than an Iso with some big scale noise3d. In addition to
> that there are some bugs in the media haze. I'll have to see some day, if
> there are some settings which can do that better and faster (now I'm using
> method 3 with samples 30,30).
>
> As the sun is shining now in my room, I wonder if it is (again) too dark.
> There are some details which are barely noticeable but yesterday night it
> looked okay. Perhaps adjust gamma a bit (it's rendered with assumed_gamma
> 1).
>
> As always I would like to hear your comments, critics and what ever you want
> to tell me (hm, perhaps not everything you want to tell me :-)).
>
> Marc-Hendrik
>
> --------------------------------------------------------------------------------
> Name: Stadt-final.jpeg
> Stadt-final.jpeg Type: JPEG Image (image/jpeg)
> Encoding: base64
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I really like the atmosphere of this pic...and I feel bad about giving
criticism. It doesn't come across too dark on my monitor - thats fine.
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)?
Once again, I enjoy the details and textures, some barely visable in the
shadows. Thanks.
Abe
Marc-Hendrik Bremer wrote:
>
> Hi!
>
> I was working on this scene the last few weeks and consider it now at least
> near final. Since it renders in 42 h 33 m 31 s I'm not sure if I'll render
> it again, even if I still have some ideas for the background and the street
> is not much more than an Iso with some big scale noise3d. In addition to
> that there are some bugs in the media haze. I'll have to see some day, if
> there are some settings which can do that better and faster (now I'm using
> method 3 with samples 30,30).
>
> As the sun is shining now in my room, I wonder if it is (again) too dark.
> There are some details which are barely noticeable but yesterday night it
> looked okay. Perhaps adjust gamma a bit (it's rendered with assumed_gamma
> 1).
>
> As always I would like to hear your comments, critics and what ever you want
> to tell me (hm, perhaps not everything you want to tell me :-)).
>
> Marc-Hendrik
>
> ------------------------------------------------------------------------
> Name: Stadt-final.jpeg
> Stadt-final.jpeg Type: JPEG Image (image/jpeg)
> Encoding: base64
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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] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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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
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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
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Psychomech schrieb in Nachricht <3A7### [at] home com>...
>#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.
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