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"MR" <a### [at] b net> wrote in message news:3c39f535$1@news.povray.org...
> now cut that out! ;-) and yes! you are confused, cuz thats not my
> sister or me in the picture. she's a chat friend from the internet.
>
> i think we need to concentrate more on my image and less on my
> sister. NO! wait! not MY sister... your sister! no, wait... its not
> your sister either! thats not what i meant! oh, heck with it! ;-)
Well now I've gone right off your sister and wouldn't want to meet her
with a ten foot pole. But if -you- want to meet... the same place.. wear
white and be holding a single red flower.
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hi batronyx,
yeah, the grass thing really made me smile. like i mentioned
earlier, i used a standard square patch that gilles had used as
an example, and i simply tiled it. there were so many tiles i
had to write a loop macro to do it. i not only incremented x and
z, but the grass was sorta thin so i overlapped it.
when i seen the row pattern, i dug into the documentation, and
figured out how to work with random and added a randomness
to the tiling, along with even some random rotation of the patch.
when the code was finished i was very proud of it... of course it
didn't do a darn thing as far as eliminating the rows. hahaha.
thanks, miker
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hi gail,
thank you for your comments. i think i'm going to give the image
a month or two rest and then attack it again. i needed a break
from it. i spent about 3 months working on that thing! of course,
like i mentioned earlier, i'm counting in a lot of stuff that never
even showed up in the picture, like working with patches and
the texture editor in moray, and my failed attempts with media.
another thing... i thought that because the image was obviously
newbie-ish and unfinished, that maybe i shouldn't post it. your
encouragement in povray general prompted me to post it. i'm
glad i did. i would never have come up with all the modelling
improvements on my own... not even close.
thanks again, miker
"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3c3a8fbd@news.povray.org...
>
> "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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"MR" <a### [at] b net> wrote in message news:3c3ae7b3@news.povray.org...
> 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.
>
Normal is part of a texture. It makes the surface look bumpy. Most of
the patterns used in pigments (bozo, crackle, granite, etc) can be used
in the normal statement
eg
box {
-1,1
texture {
pigment {rgb 1}
finish {specular 0.2 roughness 0.05}
normal {
wrinkles 0.5
scale 0.2
}
}
check the section on normal in the docs for more info
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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