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hi chris,
thanks for your comments.
i went thru every wood texture in the standard wood include file
and chose that one. i thought i'd tell you which one it is but my
files are calling it "auto_name_no_1". i don't know why it ended
up with a name like that.
the fact that the standard wood textures are axis-sensitive is
something i learned by lurking in the newbie group.
i played with developing textures in moray's excellent texture
editor. in one of my first newbie posts about a search for a
texture, someone made the remark, "don't use ready-made
textures. its always best to make them yourself." so i worked
at it long enough to believe that textures are very, very difficult
to do well.
thanks again, miker
"Christoph Hormann" said:
> It looks good and i like to especially point out the texturing of the
> window frame where you did a much better job than various IRTC entries i
> have seen in the past...
>
> The trees could vary a bit more from the standard maketree samples and the
> contrast between light and shadow should be stronger.
>
> >
> > suggested comments include:
> >
> > [...]
> > 4. would you like to meet my sister?
> >
>
> In this case you maybe should have put your picture in that frame.
>
>
> Christoph
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hi peter,
i can understand your feeling. i think its pretty darned sad myself.
hahaha.
because it was my first image, i've got tons of time in it. i have
mixed feelings about abandoning it in the condition its in, but i'm
burnt out on it. i need to move on for now. i'm saving everybody's
comments, though. after giving it a rest, i hope to come back and
clean it up.
thanks, miker
*************************************************
"Peter Popov" wrote:
> Please excuse me if my comment doesn't qualify, but all I can think of
> when I look at your image is how sad it makes me feel. Not much help,
> am I? :)
>
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The trees and sky look good, and I like the window frame.
I think that using the alphabet blocks is a bit over the top
for this scene, the words would look good carved into the
table roughly or written in condensation on the window.
A great first scene, you can be proud of it, I look forward
to seeing your work in the future.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
7:10pm up 91 days, 10:58, 2 users, load average: 1.00, 1.03, 1.00
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I understand about first images.
You might consider a few things, though you suggested not commenting in some excellent
directions.
1) Adding glass would add to the realism.
2) Decrease the grass elements by bunching them up tighter close to the house, and
then add a turbulated texture beyond that in the
same color. This would help preserve the impression that grass covered the view,
without increasing the render time dramatically.
3) Add a surface normal to the walls and counter/desk surface.
4) Use an area light.
5) Render with radiosity and use the 'normal on' statement.
For a first post you have created quite a scene and it came off very well!
Grim
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Nice first effort. Good window frame.
Here are some tips:
- Do not use fully saturated colors. The wall looks a bit too orange and the green
grass is, well, a bit too green. If your pic starts to look like a cartoon, that's
the sign that you have to lower the saturation (it's pretty simple if you're using
HBS).
- Forget finish ambient, or make it as low as possible. Either use radiosity or a
shadowless fading light_source (placed at the same location of the camera).
- Add a bit of specular to every material. For the wood something like 0.1-0.3 should
be good.
- Remember that normals add to the overall realism of the scene. Get used to them.
- Dirt it up! Add a partially transparent layer of dirt to your textures.
- Clutter. Those block are placed with a rule ;)
- Use area lights.
- Put glass panels on your window to repair from wind ;)
Question: is this a present for you chat friend? :-D
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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"MR" <a### [at] b net> wrote in message news:3c39af17@news.povray.org...
> hi everybody!
>
> long time listener, first time image-poster.
A fan of talk radio?
> 1. so you grow your grass in rows in indiana just like your
> corn?
psssst. If you told us it was 'young' corn to begin with, you wouldn't have to
cover here. ;D
> 1. that picture frame is awesome! can i get the code for it?
The picture frame really is the best thing in the picture. Great job there.
> 4. would you like to meet my sister?
I would consider this, but, there seem to be romantic overtures in the picture
itself. I might be messing up something. :)
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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"MR" <a### [at] b net> wrote in message news:3c39af17@news.povray.org...
> hi everybody!
>
> long time listener, first time image-poster. i've got a ton
> of time in this. mostly just coming up to speed, and some
> time (like playing with moray) that wasn't ever incorporated
> into the picture. thanks to gilles for the grass and trees,
> and i couldn't find a name in the alphabet block include.
>
Nice. The grass looks just like the mielie fields round here <grin>
The window frame is very nice
Suggestions and nitpicks
Tone down the sunlight, and use an arealight for the sun.
Slightly dirty glass in the window
are the blocks and frame on the floor or a desk? Looks like the floor
(no gap between the edge and the wall and level with the base of the
tree)
A texture on the desk. Looks like it's just pigment {White} at
the moment
Gail
--
*************************************************************************
* gsh### [at] monotix co za * Chaos, disorder and panic *
* http://www.rucus.ru.ac.za/~gail/ * My job here is done. *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
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hi steve,
thanks for the words of encouragement. i really enjoyed
doing the image. and yes, its probably "overdone." the
image evolved as i went. at first i was gonna have the
scene pointed towards a monitor and keyboard, with the
photo and the window off to the side, but i changed my
mind. i'm not even gonna talk about how many times i
jockeyed the camera and light position. and although i did
wrestle with the media demon (i lost), i never fooled with
radiosity.
in the end, i knew that i just didn't know what was right.
but at least i knew that.
thanks again, miker
povray and the people that use it never
ceased to amaze me. i'm not a good artist, and i doubt
that i ever will be. but i am sorta math and physics oriented,
and the way that povray
"Steve" <ste### [at] zeropps uklinux net> wrote in message
news:slr### [at] zero-pps localdomain...
> The trees and sky look good, and I like the window frame.
>
> I think that using the alphabet blocks is a bit over the top
> for this scene, the words would look good carved into the
> table roughly or written in condensation on the window.
>
> A great first scene, you can be proud of it, I look forward
> to seeing your work in the future.
>
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hi grimdude,
i'm just sucking up everybody's suggestion like a sponge. your
comment about adding a texture beyond the grass is interesting.
and so is your comment about adding a surface normal to the
wall. i had thought it needed a texture. i know that a normal is
a line perpendicular to a surface, but i'll have to look into what
you're talking about. my only experience with messing with the
normal has been a brief encounter with smoothed meshes and
i believe thats how bump maps are done, too.
and radiosity is definitely something i want to experiment with,
but it scares me. i don't really have any "instinctive" feel yet for
what kind of effect different code will have on an image. my
standard operating procedure involved a small tweak and then
rerendering. i'll bet i rendered the scene a thousand times. no
kidding. and anything that dramatically increases the render
time slowed my work down to a snail's pace. thats why i'm nervous
about radiosity.
thank you for your comments and encouragement.
miker
"GrimDude" <vos### [at] gulf net> wrote in message news:3c3a09c6@news.povray.org...
> I understand about first images.
> You might consider a few things, though you suggested not commenting in
some excellent directions.
>
> 1) Adding glass would add to the realism.
> 2) Decrease the grass elements by bunching them up tighter close to the
house, and then add a turbulated texture beyond that in the
> same color. This would help preserve the impression that grass covered the
view, without increasing the render time dramatically.
> 3) Add a surface normal to the walls and counter/desk surface.
> 4) Use an area light.
> 5) Render with radiosity and use the 'normal on' statement.
>
> For a first post you have created quite a scene and it came off very well!
>
> Grim
>
>
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hi jrg,
oh yeah! i could look at the image and see most of those problems
that you mentioned. BUT, i didn't have any idea how to remedy
them. you gave me a lot of good ideas on surface modelling, like
specularity, color saturation, ambience, and normals.
and thanks for phrasing them for a beginner. knocking down on
color saturation to reduce the cartoon effect is straightforward.
and so was everything else, like bailing on finish ambience and
adding specular. i need to do some renders and get a feel for
this.
thanks for your comments and encouragement. and yes, you hit
the nail on the head with your question... it was a christmas gift.
thank goodness its the thought that counts. hahaha.
miker
"JRG" <jrg### [at] hotmail com> wrote in message
news:3c3a30db@news.povray.org...
> Nice first effort. Good window frame.
> Here are some tips:
>
> - Do not use fully saturated colors. The wall looks a bit too orange and
the green
> grass is, well, a bit too green. If your pic starts to look like a
cartoon, that's
> the sign that you have to lower the saturation (it's pretty simple if
you're using
> HBS).
>
> - Forget finish ambient, or make it as low as possible. Either use
radiosity or a
> shadowless fading light_source (placed at the same location of the
camera).
>
> - Add a bit of specular to every material. For the wood something like
0.1-0.3 should
> be good.
>
> - Remember that normals add to the overall realism of the scene. Get used
to them.
>
> - Dirt it up! Add a partially transparent layer of dirt to your textures.
>
> - Clutter. Those block are placed with a rule ;)
>
> - Use area lights.
>
> - Put glass panels on your window to repair from wind ;)
>
> Question: is this a present for you chat friend? :-D
>
> --
> #local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
> (R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j
scale.025translate
> <R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
> .025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
>
> Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
>
>
>
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