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From: Slime
Subject: Re: My dorm room...
Date: 3 Jun 2002 00:20:31
Message: <3cfaee8f$1@news.povray.org>
>     count 1600


Don't you just hate that upper limit? =)

 - Slime
[ http://www.slimeland.com/ ]


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From: Skip Talbot
Subject: Re: My dorm room...
Date: 3 Jun 2002 00:30:49
Message: <3cfaf0f9$1@news.povray.org>
How hard would it be change it?  As easy as changing "1600" to "1000000" in
the source and then recompiling?


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From: Slime
Subject: Re: My dorm room...
Date: 3 Jun 2002 03:00:24
Message: <3cfb1408@news.povray.org>
> How hard would it be change it?  As easy as changing "1600" to "1000000"
in
> the source and then recompiling?

Perhaps, but I bet the limit is there because that's the size of an internal
array, and if you just blindly changed it, it'd eat up a ton of memory.
That's my guess at least.

 - Slime
[ http://www.slimeland.com/ ]


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From: Rick [Kitty5]
Subject: Re: My dorm room...
Date: 3 Jun 2002 04:23:00
Message: <3cfb2764@news.povray.org>
Skip Talbot <sta### [at] uiucedu> wrote:
> ...but it's never this clean.  I just made a quick model for the
> purposes of planning out some decorations for next year and did some
> radiosity experiments with it.  If it looks a bit distorted it's
> because of the camera angle (120 degrees) wanted to get the bunk,
> desk, and window in the same shot.

remove the back walls and put the camera far away :)


--
Rick

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From:
Subject: Re: My dorm room...
Date: 3 Jun 2002 05:36:22
Message: <3cfb3896@news.povray.org>
"Skip Talbot" <sta### [at] uiucedu> wrote in message
news:3cfac9be@news.povray.org...
> Well, I took a tape measure to every major detail around the room so the
> actual model is very precise.  The wood textures are straight out of
> woods.inc but they are fairly close.
>
> POV's radiosity lighting is fantastic BTW.  My roommate used to stay up
> doing homework and I let him keep the overhead light on.  I was able to
> sleep in the bottom bunk because the overhead's only illuminated half of
the
> bottom bunk... just like in the rendering.  The shadows produced by the
> window light are very close to real life as well.  There are no
conventional
> light sources in this scene.

Are the wooden parts of the bed really like that? I'd expect the "lines"
ending up being parallel with the long side, at least that's the usual way
they cut the trees.
Otherwise nice image, but there's always something that says it's not real.
Don't know what though.


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From: Slime
Subject: Re: My dorm room...
Date: 3 Jun 2002 14:33:00
Message: <3cfbb65c@news.povray.org>
> > remove the back walls and put the camera far away :)
> Won't work well with radiosity.  But maybe no_image will do the trick.


Don't remove the back walls; instead, set the texture of the walls (which i
assume are nothing more than a hollow box) to be transparent, and then set
the *inner* texture of them to be solid, and you can see right through them
from the outside. Theoretically, at least.

 - Slime
[ http://www.slimeland.com/ ]


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From: Skip Talbot
Subject: Re: My dorm room...
Date: 3 Jun 2002 16:16:54
Message: <3cfbceb6$1@news.povray.org>
No, the wood grain on the bed is not really like that.  I just slapped a
woods.inc texture on it without scaling or rotating it.  In real life the
grain is much more subtle, it just has the same basic color.  Many smaller
details are left out too, which probably explains the lack of realism you
sense.

Skip


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From: Defective
Subject: Re: My dorm room...
Date: 4 Jun 2002 14:17:23
Message: <3cfd0433@news.povray.org>
Doesn't seem to work that way...

At least, not when I tried:

difference {
    box { <-5,-5,-5>,<5,5,5> pigment { Clear } }
    box { <-2,-2,-2>,<2,2,2> pigment { Orange transmit .5 } }
}

sphere { <0,0,0>,.5 pigment { Red } }

Of course, I may have no clue what I'm doing...

"Slime" <slm### [at] slimelandcom> wrote in message
news:3cfbb65c@news.povray.org...
> > > remove the back walls and put the camera far away :)
> > Won't work well with radiosity.  But maybe no_image will do the trick.
>
>
> Don't remove the back walls; instead, set the texture of the walls (which
i
> assume are nothing more than a hollow box) to be transparent, and then set
> the *inner* texture of them to be solid, and you can see right through
them
> from the outside. Theoretically, at least.
>
>  - Slime
> [ http://www.slimeland.com/ ]
>
>


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From: Mike Williams
Subject: Re: My dorm room...
Date: 4 Jun 2002 14:48:32
Message: <nSDiJdA1sQ$8Ew1f@econym.demon.co.uk>
Wasn't it Defective who wrote:
>Doesn't seem to work that way...
>
>At least, not when I tried:
>
>difference {
>    box { <-5,-5,-5>,<5,5,5> pigment { Clear } }
>    box { <-2,-2,-2>,<2,2,2> pigment { Orange transmit .5 } }
>}
>
>sphere { <0,0,0>,.5 pigment { Red } }
>
>Of course, I may have no clue what I'm doing...

The syntax is

box { <-2,-2,-2>,<2,2,2>
   texture {pigment {Clear}}
   interior_texture {pigment {Orange}}
}

Interior_texture is not supported in POV 3.1. You need POV 3.5 or
MegaPOV.

-- 
Mike Williams
Gentleman of Leisure


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From: Slime
Subject: Re: My dorm room...
Date: 5 Jun 2002 00:10:06
Message: <3cfd8f1e@news.povray.org>
> >difference {
> >    box { <-5,-5,-5>,<5,5,5> pigment { Clear } }
> >    box { <-2,-2,-2>,<2,2,2> pigment { Orange transmit .5 } }
> >}

> box { <-2,-2,-2>,<2,2,2>
>    texture {pigment {Clear}}
>    interior_texture {pigment {Orange}}
> }

Mike's way illustrates what I meant. However, you'll probably want to make
the box "hollow" to keep from getting a "camera is inside a non-hollow
object" warning.

 - Slime
[ http://www.slimeland.com/ ]


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