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From: Tony[B]
Subject: A little something I've been working on (~120kau)
Date: 11 Mar 2001 20:24:51
Message: <3aac2563@news.povray.org>
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It's not great, but it's not so bad either, so I decided to post it. :) I
hope you all like it. It's still very much a work in progress. I want to add
some chairs, some stuff on the table, a few potted plants on the wall to the
right and maybe some background buildings and focal_blur. BTW, did you know
that 1600 is the maximum count you can use? I found out while doing this
one. That's the count it uses. Takes about 16 hours to render at this size.
8-D
PS: Yes, that cloth was generated by Jerome's cloth simulator. And, yes,
"pasillo" does mean hallway.
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Attachments:
Download 'pasillo8.jpg' (85 KB)
Preview of image 'pasillo8.jpg'
![pasillo8.jpg](/povray.binaries.images/attachment/%3C3aac2563%40news.povray.org%3E/pasillo8.jpg?ttop=443840&toff=11150&preview=1)
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From: Dave Blandston
Subject: Re: A little something I've been working on (~120kau)
Date: 11 Mar 2001 22:04:54
Message: <3aac3cd6@news.povray.org>
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Looks great!
"Tony[B]" <ben### [at] catholic org> wrote in message
news:3aac2563@news.povray.org...
> It's not great, but it's not so bad either, so I decided to post it. :) I
> hope you all like it. It's still very much a work in progress. I want to
add
> some chairs, some stuff on the table, a few potted plants on the wall to
the
> right and maybe some background buildings and focal_blur. BTW, did you
know
> that 1600 is the maximum count you can use? I found out while doing this
> one. That's the count it uses. Takes about 16 hours to render at this
size.
> 8-D
>
> PS: Yes, that cloth was generated by Jerome's cloth simulator. And, yes,
> "pasillo" does mean hallway.
>
>
>
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From: Tony[B]
Subject: Re: A little something I've been working on (~120kau)
Date: 11 Mar 2001 22:07:55
Message: <3aac3d8b@news.povray.org>
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> Looks great!
:)
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From: Peter Warren
Subject: Re: A little something I've been working on (~120kau)
Date: 12 Mar 2001 02:20:47
Message: <3aac78cf@news.povray.org>
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I concure
Looks great.
'Cept it doesn't look like a hallway.
Where do I get Jerome's cloth simulator?
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"Tony[B]" wrote:
>
> It's not great, but it's not so bad either, so I decided to post it. :) I
> hope you all like it. It's still very much a work in progress. I want to add
> some chairs, some stuff on the table, a few potted plants on the wall to the
> right and maybe some background buildings and focal_blur.
Since it's a radiosity pic, having more stuff in there for the "light"
to bounce off of and creep around will make a big difference (not
catastrophically.. I mean, it'll add to the realism and that sort of thing).
That back wall sure seems thin, though, judging from the edges of the
holes.. and why is your sky getting lighter as it goes up? As always,
the walls could use a little roughing, and that goes double for the
floor, unless the owner of this "hallway" is a compulsive neat-freak. ^_-
> BTW, did you know
> that 1600 is the maximum count you can use?
I found that out a while back. Not sure why there's a limit, though. If
you need to increase the quality even more, there are other variables
you can pump up (nearest_count, for instance, and there's another one
too but I forget which one).
-Xplo
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From: Batronyx
Subject: Re: A little something I've been working on (~120kau)
Date: 12 Mar 2001 08:21:52
Message: <3aaccd70$1@news.povray.org>
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I agree with everyone else: Looks like you've got a real good start here.
Batronyx ^"^
bat### [at] cadronhsa com
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From: Tony[B]
Subject: Re: A little something I've been working on (~120kau)
Date: 12 Mar 2001 09:03:29
Message: <3aacd731@news.povray.org>
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> I concur.
> Looks great.
Wonderful! :)
> 'Cept it doesn't look like a hallway.
It looked more like one at first. I left the name.
> Where do I get Jerome's cloth simulator?
http://www.enst.fr/~jberger/cloth/cloth.html
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From: Tony[B]
Subject: Re: A little something I've been working on (~120kau)
Date: 12 Mar 2001 09:07:35
Message: <3aacd827@news.povray.org>
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> Since it's a radiosity pic, having more stuff in there for the "light"
> to bounce off of and creep around will make a big difference (not
> catastrophically.. I mean, it'll add to the realism and that sort of
thing).
Yes...
> That back wall sure seems thin, though, judging from the edges of the
> holes.. and why is your sky getting lighter as it goes up?
Yes, that's one thing I will be changing. About the sky, well, I dunno, pure
blue was kinda too blue in the shadows.
>As always,
> the walls could use a little roughing, and that goes double for the
> floor, unless the owner of this "hallway" is a compulsive neat-freak. ^_-
Well, I did use a granite normal all over the walls, and the floor and the
table, but if you think I didn't use enough I'll increase the bump_size a
bit.
> I found that out a while back. Not sure why there's a limit, though.
It doesn't really matter. More than that is really not necessary. At least
at this resolution. Maybe I'll find I need more when I render at 5000x3000
or something (which would be crazy, considering how long this small one
takes).
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From: Tony[B]
Subject: Re: A little something I've been working on (~120kau)
Date: 12 Mar 2001 09:07:49
Message: <3aacd835@news.povray.org>
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> I agree with everyone else: Looks like
>you've got a real good start here.
Cool. :)
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"Tony[B]" wrote:
>
> > Since it's a radiosity pic, having more stuff in there for the "light"
> > to bounce off of and creep around will make a big difference (not
> > catastrophically.. I mean, it'll add to the realism and that sort of
> thing).
>
> Yes...
>
> > That back wall sure seems thin, though, judging from the edges of the
> > holes.. and why is your sky getting lighter as it goes up?
>
> Yes, that's one thing I will be changing. About the sky, well, I dunno, pure
> blue was kinda too blue in the shadows.
You could always crank up the gray threshold.. but I simply meant that
the gradient should be darkening in the other direction. In fact, the
way your scene is set up, the majority of the skylight should be coming
from the near-horizon, which would make it even less blue, since the
horizon is usually a pale bluish-greenish color with some dust and haze
in it. The deep blue from the zenith would mostly get blocked by the roof.
> Well, I did use a granite normal all over the walls, and the floor and the
> table, but if you think I didn't use enough I'll increase the bump_size a
> bit.
I can see it on the table pretty easily, but not so much on anything
else. Of course, whether you want to change this is up to you. Lowering
the error_bound will help pick out the normal better, but I'm sure
you're familiar with what that does to the render time. ;)
I think it would aid realism to have the floor be a little grungy, and
maybe have some dust and dirt accumulating in the cracks and corners,
being exposed to the open air as it is and all. An image map would
probably work well for that.
-Xplo
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