 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> If you want to test this for yourself, go
> outside on a sunny day and look up.
Do I have to? Anything but the monitor glare is too bright for my eyes. ;)
Thanks for the explanations Xplo.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> It would be interesting to see the same shot, only with the light rotated
so
> some of the light streams though the Star cuts out in the wall. I would
> think you would get some cool shadow effects.
The scene would be too dark.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
cool picture you have there. I was wandering, how did you do the table
thing? i mean, how can i model such a thing?
<br>
<br>
<blockquote TYPE=CITE>I left this one rendering overnight (11h 15m). I
turned the radiosity
<br>settings way down, to about count 350 (I'll pump this up for the final),
but
<br>I also lowered the error_bound to half of what it was before. I also
made
<br>the normals' bump_size larger (except on the cloth) and I flipped the
sky
<br>colors as Xplo suggested. I made the walls too thick this time, so
I'll make
<br>them thinner in the next render. I would like to get started on adding
more
<br>objects to the scene. I'm pretty happy with the radiosity, so I really
won't
<br>much anything there. If anyone sees anything that should be fixed,
let me
<br>know. Oh, I also hope to add some focal blur. That always helps. (Right?
:)
<p> [Image]</blockquote>
</html>
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<blockquote TYPE=CITE>> It would be interesting to see the same shot, only
with the light rotated
<br>so
<br>> some of the light streams though the Star cuts out in the wall. I
would
<br>> think you would get some cool shadow effects.
<p>The scene would be too dark.</blockquote>
You could add a second light, I think</html>
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> cool picture you have there
Thank you.
>I was wandering, how did you
>do the table thing? i mean, how
>can i model such a thing?
The cloth? With Jerome's cloth simulator. I didn't model it manually, I just
fed the program some parameters and let it run.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
In article <3AAEDDCC.27999451@waccom.net.ec>, Pedro Bravo
<bra### [at] waccom net ec> wrote:
> <!doctype html public "-//w3c//dtd html 4.0 transitional//en">
Please post in plain text only...
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Tony[B] <ben### [at] catholic org> wrote in message
news:3aaed3c2@news.povray.org...
> > It would be interesting to see the same shot, only with the light
rotated
> so
> > some of the light streams though the Star cuts out in the wall. I would
> > think you would get some cool shadow effects.
>
> The scene would be too dark.
>
>
If the shadow falls diagonally across the table and the stars show up on the
wall, it could look quite nice; maybe with the camera lifted a bit higher as
well. With enough radiosity it shouldn't be too dark (if I understand the
principal of radiosity correctly)
Nekar
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> > cool picture you have there
>
> Thank you.
>
> >I was wandering, how did you
> >do the table thing? i mean, how
> >can i model such a thing?
>
> The cloth? With Jerome's cloth simulator. I didn't model it manually, I just
> fed the program some parameters and let it run.
Where can I get that Jerome's cloth sim?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Pedro Bravo wrote:
>
> Where can I get that Jerome's cloth sim?
http://www.enst.fr/~jberger/cloth/cloth.html
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Xplo Eristotle wrote:
>
> The reason the sky is brighter towards the horizon is the same reason
> that the sky is blue; ie, light scattering. Light that hits the
> atmosphere head-on doesn't get scattered much, since it has a minimal
> amount of atmosphere to pass through, so it's kind of like looking at
> space through a piece of glass. When it hits the atmosphere at an angle,
> though, it hits a lot more air particles and gets scattered a lot.
>
> If you want to test this for yourself, go outside on a sunny day and
> look up.
>
> The only reason the sky might appear brighter near the sun (at least,
> enough to matter) is if there was enough haze in the air to give the sun
> kind of a glare halo.. but this would be most apparent when the sun was
> low, again, because when it's high it doesn't have a lot of haze to go through.
>
Some links for detailed explanation:
http://hyperphysics.phy-astr.gsu.edu/hbase/atmos/blusky.html
http://www.zenith9.demon.co.uk/pages/lab/bluesky.htm
http://www.isc.tamu.edu/~astro/dis/rayleigh/
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |