POV-Ray : Newsgroups : povray.binaries.images : Watermill Server Time
15 Aug 2024 00:16:26 EDT (-0400)
  Watermill (Message 1 to 8 of 8)  
From: Jinx
Subject: Watermill
Date: 30 Aug 2002 06:50:13
Message: <web.3d6f4cbf2c7197e3472e332c0@news.povray.org>
ok folks,
since I cannot add attachements using the web view, I've posted the image at
the following location:
http://mudhole.spodnet.uk.com/~jinx/images/gy0017.jpg

If anyone wants the source code for it, let me know:
jin### [at] spodboxfsnetcouk

Nigel


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From: Alex
Subject: Re: Watermill
Date: 30 Aug 2002 07:05:40
Message: <web.3d6f514499b34ca515e7f0160@news.povray.org>
Jinx wrote:
>ok folks,
>since I cannot add attachements using the web view, I've posted the image at
>the following location:
>http://mudhole.spodnet.uk.com/~jinx/images/gy0017.jpg
>
>If anyone wants the source code for it, let me know:
>jin### [at] spodboxfsnetcouk
>
>Nigel
>

Nice!

I sign up for the sources :)


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From: Ib Rasmussen
Subject: Re: Watermill
Date: 30 Aug 2002 08:09:17
Message: <3D6F6051.20202@ibras.dk>
> since I cannot add attachements using the web view, I've posted the image at
> the following location:
> http://mudhole.spodnet.uk.com/~jinx/images/gy0017.jpg


Nice scene, but unless it is supposed to be an image of a small scale 
model of a watermill, the wood texture is scaled too large. As it is the 
beams coming out of the wall looks like they are about 1 by 2 cm in 
crosscut. If this is not your intention, scale the texture so each 
annual ring equals about 3-5 mm.

/Ib


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From: Jinx
Subject: Re: Watermill
Date: 30 Aug 2002 10:20:04
Message: <web.3d6f7e9c99b34ca5302903ba0@news.povray.org>
Thanks for the comments so far...

I have two problems with the wood textures:
1) If I scale it too small, all I get is a (pretty) moire texture which
doesn't look in the slightest bit real.
2) No matter what I try, I can't seem to get black_hole "knots" to look real
either.

I'm still working on it, so I'll see what happens.

Oh, and I'm looking at a completely different method of creating the walls:
I'm messing around with the isosurface, and one method I'm thinking of using
is a function using the crackle map intersected with boxes, with internal
boxes as mortar. (I'll post an example on mudhole within a week).

Nigel


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From: Aaron Gillies
Subject: Re: Watermill
Date: 30 Aug 2002 10:34:28
Message: <3d6f8274@news.povray.org>
I like it!

If realism was your goal ...

I do agree that something seems out of whack with the scale
of the textures.  Not only is the wood texture out of scale with the
model, but the textures seem to be a bit out of scale with each
other.

Otherwise, it looks like you have done a great job of modelling
a complicated scene.  Now, where is the water?

Splash.

Aaron


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From: Ib Rasmussen
Subject: Re: Watermill
Date: 30 Aug 2002 10:44:53
Message: <3D6F84CA.8090302@ibras.dk>
> I have two problems with the wood textures:
> 1) If I scale it too small, all I get is a (pretty) moire texture which
> doesn't look in the slightest bit real.


Try increasing your anti-alias settings. I use +a0.01 +r6 for final 
renderings.

> 2) No matter what I try, I can't seem to get black_hole "knots" to look real
> either.


In the Pov World we only use the best grade timber, totally free of 
knots ;-)

/Ib


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From: Nigel
Subject: Re: Watermill
Date: 30 Aug 2002 11:01:42
Message: <3d6f88d6@news.povray.org>
Here's the "moire" problem:

And I'm just about to upload the source to povray.binaries.scene-files as
mill.zip

Nigel


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Attachments:
Download 'MOIRE.JPG' (34 KB)

Preview of image 'MOIRE.JPG'
MOIRE.JPG


 

From: St 
Subject: Re: Watermill
Date: 30 Aug 2002 15:58:35
Message: <3d6fce6b@news.povray.org>
"Nigel" <jin### [at] spodboxfsnetcouk> wrote in message
news:3d6f88d6@news.povray.org...
> Here's the "moire" problem:

   Nice idea. Have you tried rotating it?

       ~Steve~


>
> Nigel
>
>
>


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