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From: Gail Shaw
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 21 Aug 2001 08:17:17
Message: <3b82514d@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3b824926$1@news.povray.org...

> I really know what you mean. I have the same problem in my scenes. I think
> I'll have to leave realistic human beings to those who have real skills in
> this field. Poser helps a little, but when it comes to clothing I'm stuck
to
> what I find on the web an it's often not so flexible.
> Clothsim might help with some dynamic clothes like coats and such, if
there
> is not to much interaction with the actual body. So Ingos's suggestions
> might work.

I use Rhino a lot for modelling (the helmet was created in rhino) so
modelling clothes is possible,
but takes quite a long time. If I'm lucky poser will have the style of
clothing I'm thinking
of and if not, a sleeveless shirt shouldn't take too long to model (I hope)

> Well uhm, it's been a while since I wrote my last iso-statement. But as
far
> as I know, those spots appear because the rays "slip through" the surface
> and goes on until Pov decides it's hitting the background. Please try it,
> I'll gladly hear that I'm wrong.

Will do.

> A partial render of the scene should
> suffice, if it takes to long (BTW how long does this scene take to
render?).

With all the objects at 512*384 (my normal working resolution) aa0.3  about
25 min

With area lights, 800*600 aa0.1 almost 2 hours. Athlon 1GHz

Gail
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm     Magic: The Gathering*
*************************************************************************


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From: Gail Shaw
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 21 Aug 2001 09:21:48
Message: <3b82606c@news.povray.org>
"Jamie Davison" <jam### [at] ntlworldcom> wrote in message
news:MPG.15ec49fac552485b9899c0@news.povray.org...

> Also, some rust/corrosion on the helm, sword and shield would fit in with
> how I see the image. (which, of course may not be how you see it :)

Rust sounds like an excellent suggestion. Thank you.

> If the bones, armour and weapon are supposed to be recent additions to
> the pile, then how about some smoke/steam, and having the bones *really*
> blackened?

The bones need to be a bit more blackened, but they're not quite that recent

Gail
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm     Magic: The Gathering*
*************************************************************************


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From: Jim Charter
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 21 Aug 2001 21:24:28
Message: <3B833547.4A1A1391@aol.com>
I wouldn't be so hard on the cave walls.  After all, who knows what a dragon's
cave should look like anyway.  I think the play of form on the left of the
entrance is quite beautiful and pleasing.  Reminiscent of Leonardo, especially
his Madonna of the Rock's.  A work you might refer to in fact.   I think the
composition is very daring in many ways, especially with the bones left so
barely recognizable.  The sense of the caked up dust of the entrance floor is
the most powerful aspect of the scene I think.  The sense of the dragon lurking
is a great bit, but not quite fully realized I'd say.

Jim


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From: Christoph Hormann
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 22 Aug 2001 08:45:25
Message: <3B83A9F1.A6E3656A@gmx.de>
Gail Shaw wrote:
> 
> [...]
> 
> Comments? Suggestions (esp re the walls <grin>)
> Gail

It looks quite nice, but the lighting seems a bit flat, higher contrast
would be good IMO.

For the walls, i would suggest a small and asymmetrically scaled turbulent
crackle or agate, esp. crackle will be extremely slow of course.

Also might want to have some geometric structure with the same pattern as
used for the color since in most cases the components of structured stone
will have different resistance against erosion.

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: Francois Labreque
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 22 Aug 2001 09:25:57
Message: <3B83B2C3.AF8C5C5E@videotron.ca>
Gail Shaw wrote:
> 
> I've toned down the textures on the columns and made them rougher,
> scattered the bones, added the dragon, a few more objects in the
> foreground and the dragon's treasure pile.

I preferred the non-scattered bones.

Is it just me or is the skull squashed against the helmet's face?

> The dragon is a poser model bought at renderosity

Is the lighting of the dragon real, or did you crank up the ambient so
we could see it?  To me, it seems just a tad too bright compared to
other objects that far in the cave.

> 
> I've added a burnt texture to the bones and helm, but it's not very
> visible.

Indeed.  Try a color_map that goes from completely black to completely
transparent.

> The dragon's treasure pile is not very visible, been quite far back
> in the cave. I'm not sure whether I should add another light to
> pick out the treasure, or if I should remove it.

I had to adjust the gamma correction of my videocard to waaaaayyyy up
there to see it.  Put a torch or a lava pit close to it.  Or make the
loot a lot bigger.

-- 
Francois Labreque | Unfortunately, there's no such thing as a snooze
    flabreque     | button on a cat who wants breakfast.
        @         |      - Unattributed quote from rec.humor.funny
   videotron.ca


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From: Gail Shaw
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 22 Aug 2001 10:35:50
Message: <3b83c346@news.povray.org>
"Francois Labreque" <fla### [at] videotronca> wrote in message
news:3B83B2C3.AF8C5C5E@videotron.ca...
>
> Is it just me or is the skull squashed against the helmet's face?

Don't think so, I'll have a close look

> Is the lighting of the dragon real, or did you crank up the ambient so
> we could see it?  To me, it seems just a tad too bright compared to
> other objects that far in the cave.

Same ambient as everything else, slightly higher diffuse

>
> Indeed.  Try a color_map that goes from completely black to completely
> transparent.

got a wrinkles pigment clear to very dark grey.

> I had to adjust the gamma correction of my videocard to waaaaayyyy up
> there to see it.  Put a torch or a lava pit close to it.  Or make the
> loot a lot bigger.
>

I've removed it. Too much time and memory for something that was barely
visible.
I might scatter a few more shiny objects around the front

Gail
--
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm     Magic: The Gathering*
*************************************************************************


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From: Gail Shaw
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 22 Aug 2001 10:39:56
Message: <3b83c43c@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3B83A9F1.A6E3656A@gmx.de...
>
> It looks quite nice, but the lighting seems a bit flat, higher contrast
> would be good IMO.

Hmmm..........................

> For the walls, i would suggest a small and asymmetrically scaled turbulent
> crackle or agate, esp. crackle will be extremely slow of course.

I've added wrinkles and a granite normal and the walls look much metter
(imho)
I'll look at agate, see if it looks better.

> Also might want to have some geometric structure with the same pattern as
> used for the color since in most cases the components of structured stone
> will have different resistance against erosion.

already there, just not scaled big enough to see clearly.

Gail
--
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm     Magic: The Gathering*
*************************************************************************


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From: Cris Williams
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 22 Aug 2001 17:13:20
Message: <3b842070@news.povray.org>
Didn't Bilbo Baggins get himself into the same situation?  Or was it Frodo?
Anyway, maybe you should consider adding a Hobbit...

"Gail Shaw" <gsh### [at] monotixcoza> wrote in message
news:3b82311c@news.povray.org...
> > looks like he could stand that way for ever and ever. Do you plan to add
a
> > knight or something like that in the foreground?
>
> Not a knight. The story is a couple of treasure hunters are searching for
> the dragon's
> treasure, not realising that the dragon is still around. I thought about


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From: Gail Shaw
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 23 Aug 2001 02:27:24
Message: <3b84a24c@news.povray.org>
"Cris Williams" <wor### [at] netscapenet> wrote in message
news:3b842070@news.povray.org...
> Didn't Bilbo Baggins get himself into the same situation?  Or was it
Frodo?
> Anyway, maybe you should consider adding a Hobbit...

It was Bilbo. He used the Ring to make himself invisible and sneaked into
Smaug's cave.

There's an idea. I'll add an invisible hobbit <grin>

Gail

--
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm     Magic: The Gathering*
*************************************************************************


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From: Gail Shaw
Subject: Re: WIP Dragon cave take 2 (33kbu)
Date: 23 Aug 2001 02:44:36
Message: <3b84a654@news.povray.org>
"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3b824926$1@news.povray.org...
>
> Well uhm, it's been a while since I wrote my last iso-statement. But as
far
> as I know, those spots appear because the rays "slip through" the surface
> and goes on until Pov decides it's hitting the background. Please try it,

Tried last night with a red background. The spots stayed black. However I
now don't
think that they are max-gradient problems. I pushed the max gradient from 20
up to 500 and the spots stayed the same.

Gail
--
*************************************************************************
* gsh### [at] monotixcoza                *   Step into the abyss,           *
* http://www.rucus.ru.ac.za/~gail/   *   and let go.          Babylon 5 *
*************************************************************************
* Just think of me as the storm before the calm     Magic: The Gathering*
*************************************************************************


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