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...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.
Skip
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Attachments:
Download 'room1.jpg' (63 KB)
Preview of image 'room1.jpg'

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How's the real room? Is this POV version like the real one?
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoo com
ICQ: 146690431
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Looks familiar. Almost exactly the same as a dorm room I've been in...
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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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.
Skip
Post a reply to this message
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Cool! And the window 'light-source' is that just a white ambient area or did
you do some extra things outside the dorm? Maybe recreating some major parts
of the outside area and ambient them you'll be able to get even more
realistic results?
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoo com
ICQ: 146690431
Post a reply to this message
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Sky sphere. On the eleventh floor the incoming light is pretty simple: blue
sky. Or the sun if it is setting.
Skip
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Hey Skip, nice scene! What rad. settings did you use?
Skip Talbot 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.
>
> Skip
>
>
>
--
Samuel Benge
sbe### [at] caltel com
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global_settings {
assumed_gamma 2
radiosity {
pretrace_start 0.08
pretrace_end 0.0025
count 1600
nearest_count 15
error_bound .2
recursion_limit 3
//low_error_factor 0.5
0
gray_threshold 0.0
minimum_reuse 0.015
brightness 1.
//adc_bailout 0.01/10
always_sample on
}
}
// Grin!
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> count 1600
Don't you just hate that upper limit? =)
- Slime
[ http://www.slimeland.com/ ]
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How hard would it be change it? As easy as changing "1600" to "1000000" in
the source and then recompiling?
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> 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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Skip Talbot <sta### [at] uiuc edu> 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
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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"Skip Talbot" <sta### [at] uiuc edu> 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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> > 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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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
Post a reply to this message
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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] slimeland com> 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/ ]
>
>
Post a reply to this message
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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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> >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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