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14 Aug 2024 01:18:20 EDT (-0400)
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From: Sebastian H 
Subject: Re: Out of reach
Date: 9 Feb 2003 13:12:15
Message: <3e4699ff$1@news.povray.org>
Rune wrote:
> Tim Nikias wrote:
> 
>>I know those times pretty well, as you can easily
>>read within the images of my last two years
> 
> 
> Yeah, I know. I always regarded you as being emotional in that same way,
> and I think we have some things in common...
> 
> 
>>and they'll pass.
> 
> 
> But that's the funny thing! I *know* they'll pass. My logic and common
> sense tells me so. However, feelings are not controlled by logic... They
> are not there to make sense, they just are. That is what makes them
> difficult to deal with, and it is also what makes them beautiful.
> 

Oh, that's so true...

Sebastian H.


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From: Xplo Eristotle
Subject: Re: Out of reach
Date: 9 Feb 2003 23:06:30
Message: <3e472546@news.povray.org>
Rune wrote:
> A different kind of experiment...
> 
> (Yes, heavily post-processed...)

I'm far too bitter on this subject to say anything encouraging, like 
some of the other people here have.. but as far as the image itself 
goes, sweet job integrating yourself into the pic like that.

-Xplo


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From: Rune
Subject: Re: Out of reach
Date: 10 Feb 2003 11:17:27
Message: <3e47d097@news.povray.org>
Xplo Eristotle wrote:
> I'm far too bitter on this subject to say anything encouraging

I know the feeling... :(

Sometimes it just feels like life is laughing at you...

> but as far as the image itself goes, sweet job integrating
> yourself into the pic like that.

Thanks! It was a real hassle getting the perspective in the raytraced
image to match that of the photograph. The original photo is of me in
front of a mirror. I then removed everything but me and my reflection,
and made the reflection semitransparent. This was then put on top of the
raytraced image. Textured discs with no_image was used in the POV-Ray
scene to create the shadows under my feet, and in fact also the shadow
of the heart object. Really fast, since no area_lights were needed...

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk


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From: Artis Rozentals
Subject: Re: Out of reach
Date: 10 Feb 2003 20:43:24
Message: <m27kc77fsz.fsf@localhost.localdomain>
"Rune" <run### [at] runevisioncom> writes:

> Sometimes it just feels like life is laughing at you...

And it seems that it has a VERY weird sense of humor...

-- 
email  : art### [at] aaaapollolv
jabber : aro### [at] jabberorg
ICQ    : 158902222


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From: Kruger
Subject: Re: Out of reach
Date: 11 Feb 2003 00:59:05
Message: <3e489129@news.povray.org>
Marvelous!
Incredible the way you mixed yourself into a POV scene.  Of all things, I
would thing perspective would be the easiest of the challenges.

As far as the theme....been there...

Kruger


"Rune" <run### [at] runevisioncom> wrote in message
news:3e4485d3@news.povray.org...
> A different kind of experiment...
>
> (Yes, heavily post-processed...)
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> rune|vision:  http://runevision.com (updated Oct 19)
> POV-Ray Ring: http://webring.povray.co.uk
>
>
>


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From: Shay
Subject: Re: Out of reach
Date: 14 Feb 2003 17:45:24
Message: <3e4d7184$1@news.povray.org>
"Rune" <run### [at] runevisioncom> wrote in message
news:3e4485d3@news.povray.org...
| A different kind of experiment...
|

Good job, Rune. The illusion is incredible.

 -Shay


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From: Lance Birch
Subject: Re: Out of reach
Date: 14 Feb 2003 21:58:01
Message: <3e4dacb9@news.povray.org>
There's only one problem I can see with the image:  there's a little ghost
happening from where your image has been placed... you probably really need
to do another map to make the areas that are transparent, also void of any
diffuse and specular/phong highlight values - that should eliminate the
problem completely (though it's hardly visible anyway).

Also, you mentioned you had some trouble lining it up... as a pointer for
people that want to do some more of this kind of thing, set some marker dots
out, 3 or more on the same plane and one perpendicular to the plane (for
example, 3 dots at known positions on the floor, and one on the wall
vertically above one of the other dots).  This will help greatly when
working out the exact perspective and allows you to create a virtual set of
the market dots with which to align to the real dots.

Nice image :)  If you want to post-process it some more to try some
different effects, you could make it even more thematical by desaturating
everything on the front side of the mirror, or giving it a dark blue cast
(or dark blue but only in the lower end, i.e. raise the blue channel values
but only for the blues below 30 - this will give the entire image a cool
deep blue cast, which would contrast well with the heart's hot colour).

Lance.

thezone.firewave.com.au
www.firewave.com.au


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From: Rune
Subject: Re: Out of reach
Date: 15 Feb 2003 07:29:41
Message: <3e4e32b5$1@news.povray.org>
Lance Birch wrote:
> There's only one problem I can see with the image:
> there's a little ghost happening from where your image
> has been placed... you probably really need to do
> another map to make the areas that are transparent,
> also void of any diffuse and specular/phong highlight
> values - that should eliminate the problem completely
> (though it's hardly visible anyway).

I'm not sure I understand this. I probably should know, but what exactly
does ghost mean in this context? And how is it related to diffuse and
highlights?

> set some marker dots out, 3 or more on the same plane
> and one perpendicular to the plane (for example, 3 dots
> at known positions on the floor, and one on the wall
> vertically above one of the other dots).  This will
> help greatly when working out the exact perspective
> and allows you to create a virtual set of the market
> dots with which to align to the real dots.

Oh, but I didn't need this, as the floor I was standing on had a
tile-like pattern, and the mirror had vertical edges. Plenty of
information to determine the exact perspective. The trouble was placing
the camera in the POV-Ray scene in a way so that the perspective in the
POV-Ray image would match exactly that in the photo. I had to fiddle not
only with location, look_at and angle, but also with skewing of the
camera (done with a matrix). Having so many camera variables to adjust
is the tricky part.

> giving it a dark blue cast (or dark blue but only in
> the lower end, i.e. raise the blue channel values but
> only for the blues below 30 - this will give the
> entire image a cool deep blue cast, which would
> contrast well with the heart's hot colour).

I'll try that. I think it'll work well. Thanks of the suggestion.

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk


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From: Lance Birch
Subject: Re: Out of reach [crop attachment 13 KB]
Date: 15 Feb 2003 07:54:59
Message: <3e4e38a3@news.povray.org>
"Rune" <run### [at] runevisioncom> wrote in message
news:3e4e32b5$1@news.povray.org...
> Lance Birch wrote:
> > There's only one problem I can see with the image:
> > there's a little ghost happening from where your image
> > has been placed... you probably really need to do
> > another map to make the areas that are transparent,
> > also void of any diffuse and specular/phong highlight
> > values - that should eliminate the problem completely
> > (though it's hardly visible anyway).
>
> I'm not sure I understand this. I probably should know, but what exactly
> does ghost mean in this context? And how is it related to diffuse and
> highlights?

I've brightened part of the image so that you can see it.  It runs along the
entire image, so I assumed that it was the image you placed in, or... maybe
it isn't.  If it is, then the diffuse and highlights are what's causing it.
Even if the area is transparent, if it has any diffuse or specular finish
value, the light shining on it will make it show up lightly (just like the
highlight on glass).  If the image was simply post processed in, then I
don't know what would have caused it (perhaps not having a completely dense
mask).

> Oh, but I didn't need this, as the floor I was standing on had a
> tile-like pattern, and the mirror had vertical edges. Plenty of
> information to determine the exact perspective. The trouble was placing

Ah, well then, definitely no points required :)

> the camera in the POV-Ray scene in a way so that the perspective in the
> POV-Ray image would match exactly that in the photo. I had to fiddle not
> only with location, look_at and angle, but also with skewing of the
> camera (done with a matrix). Having so many camera variables to adjust
> is the tricky part.

Ah... I've been spoilt by interactive GUIs :)  MAX can actually do all of
that for you, too (open up the camera matcher and it'll work out all of the
camera's properties for you - then you can use the motion/camera tracker).

> > giving it a dark blue cast (or dark blue but only in
> > the lower end, i.e. raise the blue channel values but
> > only for the blues below 30 - this will give the
> > entire image a cool deep blue cast, which would
> > contrast well with the heart's hot colour).
>
> I'll try that. I think it'll work well. Thanks of the suggestion.

No problem :)  Anyway, it looks good how it is, but it's always worth
playing around with different things (unfortunately I get in to the trap of
playing with an image forever and never finishing it, heh).

Lance.

thezone.firewave.com.au
www.firewave.com.au


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Attachments:
Download 'OutOfReach_ghosting.jpg' (14 KB)

Preview of image 'OutOfReach_ghosting.jpg'
OutOfReach_ghosting.jpg


 

From: Rune
Subject: Re: Out of reach [crop attachment 13 KB]
Date: 15 Feb 2003 15:27:40
Message: <3e4ea2bc@news.povray.org>
Lance Birch wrote:
> I've brightened part of the image so that you can see it.

Oh, that's not a ghost, it's simply the horizon of the floor plane. I
thought about avoiding it showing up that sharply, by using some fog in
the scene. I think I'll do that.

> If the image was simply post processed in, then I don't
> know what would have caused it (perhaps not having a
> completely dense mask).

For the record, the image is simply post processed in. No image_maps in
the scene.

> Ah... I've been spoilt by interactive GUIs :)  MAX can
> actually do all of that for you, too (open up the
> camera matcher and it'll work out all of the camera's
> properties for you - then you can use the motion/camera
> tracker).

Cheater!

> Anyway, it looks good how it is, but it's always worth
> playing around with different things (unfortunately I
> get in to the trap of playing with an image forever
> and never finishing it, heh).

Well, looking at your work, I'd say it seems to work. :)

Rune
--
3D images and anims, include files, tutorials and more:
rune|vision:  http://runevision.com (updated Oct 19)
POV-Ray Ring: http://webring.povray.co.uk


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