POV-Ray : Newsgroups : povray.binaries.images : Loneliness WIP, Closeup Server Time
15 Aug 2024 06:10:13 EDT (-0400)
  Loneliness WIP, Closeup (Message 11 to 17 of 17)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Robert J Becraft
Subject: Re: Loneliness WIP, Closeup
Date: 10 Aug 2002 17:12:33
Message: <3d5581c1$1@news.povray.org>
I'm using Poser 3... and assume same things apply below?


"Mike Williams" <mik### [at] econymdemoncouk> wrote in message
news:8Vz### [at] econymdemoncouk...
> Wasn't it Robert J Becraft who wrote:
> >O.K.  I read the tutorial...sorta makes sense.  So to do what Iva said,
I'd
> >modify the OBJUVPOV.png file adjusting the alpha channel for the
eyelashes
> >to only trace the lashes themselves?
>
> It would probably be easier to obtain a copy of "translash.jpg" from
> DigitalBabes <http://digitalbabes2.com/>, which contains a suitable
> transparency map for the eyelashes of the P4 female model. Scale it to
> the same size as the texture map you're using as OBJUVPOV.png and load
> it into its alpha channel.
>
> >??? Correct?  Can PSP V3 do that?  I have a really old version of PSP.
>
> All it needs to be able to do is handle PNG alpha channels. I don't have
> a version of PSP that old, so I can't check.
>
> While you're at it, it wouldn't hurt to use one of the DigitalBabes hair
> pieces that come with transparency maps. They're an awful lot more
> realistic than the hair that comes with P4.
>
> --
> Mike Williams
> Gentleman of Leisure


Post a reply to this message

From: Ive
Subject: Re: Loneliness WIP, Closeup
Date: 10 Aug 2002 18:17:03
Message: <3d5590df@news.povray.org>
Hi,

the way Robert uses alpha channels is one
way to do it, but with POV 3.5 you can also use
pigment_pattern and this has some advantages:
1. You do not need to compose the texture map
together with the transparency map, so it's easier
to handle.
2. You can still use specular highlights, and that  is
impossible with the "alpha channel technique" 'cause
the highlights are also applied to the invisible parts.

Basicly this is the same technique I have used for
the grille in my Marshall top+speaker image.
Soon I will post a short tutorial to
povray.binaries.tutorials to make this more clear.

And anyway it's a good idea to visit DigitalBabes
for the translash.jpg image.

What poser figure do you use, I thought it is the
p4woman , but you do use Poser 3 ???

so long
-Ive
.


Post a reply to this message

From: Ive
Subject: Re: Loneliness WIP, Closeup
Date: 10 Aug 2002 18:27:48
Message: <3d559364@news.povray.org>
> Ive wrote:
> > BTW Poser is still v.4 and you can easily render a Poser
> > figure with very realistic eyes, even with POV-Ray :-)
>
> I've never seen a Poser 4 figure with anything but open
> eyes that even pretended to look realistic.  And I know
> it's still version 4, I was commenting that they need to
> fix the way the eye morphs are done for version 5.
>
> --

..ahem, well you are right.
I have never tried to render a face close up with POV.
It is indeed not so easy to create realistic looking eyes
but I still think it is possible. See my face post in this ng.

so long
-Ive

P.S. sorry for the mail, I've pressed thewrong button.


Post a reply to this message

From: Robert J Becraft
Subject: Re: Loneliness WIP, Closeup
Date: 10 Aug 2002 21:02:47
Message: <3d55b7b7@news.povray.org>
Poser 3 Nude Woman.

>
> What poser figure do you use, I thought it is the
> p4woman , but you do use Poser 3 ???
>
> so long
> -Ive
> .
>
>
>
>


Post a reply to this message

From: Mike Williams
Subject: Re: Loneliness WIP, Closeup
Date: 10 Aug 2002 21:44:17
Message: <zJEX$AAA$bV9EwyQ@econym.demon.co.uk>
Wasn't it Robert J Becraft who wrote:
>I'm using Poser 3... and assume same things apply below?

Sorry. The P3 female has completely different geometry to the P4 female,
so the existing Poser transmaps won't fit. You will have to build your
own after all.

Once you've mastered transparency maps in POV, it might be worth taking
a look at the DigitalBabes hair. It doesn't look quite so good in Poser3
because that doesn't support transparency maps, and you'll have to
convert the texture from JPG to TIF, but it will look so much better in
POV (see the full-size rendering of the model in my tutorial for an
example).


>"Mike Williams" <mik### [at] econymdemoncouk> wrote in message
>news:8Vz### [at] econymdemoncouk...
>> Wasn't it Robert J Becraft who wrote:
>> >O.K.  I read the tutorial...sorta makes sense.  So to do what Iva said,
>I'd
>> >modify the OBJUVPOV.png file adjusting the alpha channel for the
>eyelashes
>> >to only trace the lashes themselves?
>>
>> It would probably be easier to obtain a copy of "translash.jpg" from
>> DigitalBabes <http://digitalbabes2.com/>, which contains a suitable
>> transparency map for the eyelashes of the P4 female model. Scale it to
>> the same size as the texture map you're using as OBJUVPOV.png and load
>> it into its alpha channel.
>>
>> >??? Correct?  Can PSP V3 do that?  I have a really old version of PSP.
>>
>> All it needs to be able to do is handle PNG alpha channels. I don't have
>> a version of PSP that old, so I can't check.
>>
>> While you're at it, it wouldn't hurt to use one of the DigitalBabes hair
>> pieces that come with transparency maps. They're an awful lot more
>> realistic than the hair that comes with P4.
>>
>> --
>> Mike Williams
>> Gentleman of Leisure
>
>

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: Ive
Subject: Re: Loneliness WIP, Closeup
Date: 10 Aug 2002 23:13:55
Message: <3d55d673@news.povray.org>
Yes, thats right, the Poser 3 Nude Woman does not work with the poser
4 eyelash transparency map. But it shouldn't  be so difficult to create one
and 'cause I think this would be useful for all Poser users I will create
one and post it to this ng when it's done.

But the other things I have done with the texture should also work with
the poser 3 figure so here are some ideas:


>?? How do you suggest I do this?  Output from obj2pov below...


>#declare OBJuvPOV_Texture = texture
>{
>   pigment
>  {
>        image_map
>        {
>            png "../../poser/OBJuvPOV.png"
>        }
>    }
>}

>#declare OBJuvPOV_Texture_OBJuvPOVskin = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVnipples = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVlips = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVeyeBrows = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVinnerMouth = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVtongue = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVteeth = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVlashes = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVpupils = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOViris = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVeyeBall = texture {OBJuvPOV_Texture}
>#declare OBJuvPOV_Texture_OBJuvPOVfingerNails = texture {pigment{color
>Scarlet}}
>#declare OBJuvPOV_Texture_OBJuvPOVtoeNails = texture {OBJuvPOV_Texture}


well, thats fine, so you did use a converter with the uv-information intact.

I would change the textures declarations like:

#declare P_Body = pigment { image_map { png "../../poser/OBJuvPOV.png"
interpolate 2}}
#declare F_Body = finish { ambient 0 diffuse 0.6 specular 0.04 roughness
0.06 metallic}

and then do some variation like:

#declare OBJuvPOV_Texture_OBJuvPOVskin = texture {
  pigment {P_Body}
  finish {F_Body}
  normal {granite 0.12 scale 0.02 }
}

I think for the P3 woman you have to scale the normals much smaller to
look good.

...

#declare OBJuvPOV_Texture_OBJuvPOVlips = texture {
  pigment {P_Body}
   finish {diffuse 0.60 specular 0.33 roughness 0.015 metallic 0.5} // a
little glossy
   normal {granite 0.1 scale <0.045, 0.15, 0.045> }
}
texture {
  pigment {rgbt <0.1, 0.0, 0.4, 0.75> }  // apply the color for the lipstick
}

..and so on, maybe a small reflection for the fingernails and higher
specular values for the inner mouth.
I have also added variable reflection to the eyes, but as you can
see, they still do not look real.

... and finally the eyelashes:

#declare LashTrans = texture{   // the invisible part
      pigment {rgbft <0.008 , 0.005, 0.033, 0.0, 1.0> }
      finish {diffuse 0.56 specular 0.0}
 }
#declare  LashText  = texture{  // the lashes
       pigment {rgbft <0.008 , 0.005, 0.033, 0.0, 1.0> }
       finish {diffuse 0.56 specular 0.5 roughness 0.019 brilliance 1.5}
 }
#declare LashPat = pigment {  // the trans map half sized to save memory
  image_map {png "/People/Brows&Lashes-2" interpolate 2}
  scale <0.5,1,1>   translate <0.5,0,0> // this scaling is only for
                                                           // the map I did
use to save some
                                                           // memory!!!
}

#declare OBJuvPOV_Texture_OBJuvPOVlashes  = texture {
   pigment_pattern{LashPat}
   texture_map {
     [0.05 LashTrans ]    //  you can adjust these values to
     [0.85 LashText  ]    //  make the lashes look more or less thin
   }
}

I have used the same technique also for the eye brows, so there
is only one map file for both, the brows and the lashes.
But this is not so important for the moment.

What you need now is a small transparency map that fits the p3woman.
You can search the web for something like this, try to do one by yourself
or wait 'till I have drawn one. (Maybe tomorrow.)

so long
-Ive


Post a reply to this message

From: Timothy R  Cook
Subject: Re: Loneliness WIP, Closeup
Date: 11 Aug 2002 00:10:15
Message: <3D55E3A6.8030601@scifi-fantasy.com>
It might be of interest to note that I hear tell they're
gonna be releasing Poser 5 later this year...I do hope
it requires less hacking just to make something look
decent than Poser 4...also it pisses me off these
websites that sell Poser models for $50 or more, just
for something that should be part of Poser already...:P

-- 
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------


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.