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Hi,
I changed a few things.. lost the radiosity (took too long), added the new ground (a
height
field modified from an aerial view of the scene and using inner and outer shadows in
Fireworks). Also added the white sections so that one of the rings wasn't floating in
mid-air.
Focal blur using HCR-Edit once more, on a slightly less obvious setting.
Is this one better?
All the best,
Andy Cocker
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Attachments:
Download 'AndyCocker_Halves_2.jpg' (65 KB)
Preview of image 'AndyCocker_Halves_2.jpg'

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i forget what the old groundwas, but this ground looks really good. overall
i think the image is better.
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in news:3e6e28cd@news.povray.org Andrew Cocker wrote:
> Is this one better?
Andy,
Yes, it's better. I like the concept of it, but have the feeling that the
composition of the image can be improved, it feels a bit cluttered,
without a real center of attention.
Without any garantee for improvement, these are some things I would try;
The box on the right of the image, shrink it by about 25%. Maybe even move
it a bit more to the right, allow it to be cut-off by the image edge.
Another option would be to move the first box a bit to the left and out of
line with the others.
Love the sand!
Ingo
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Andrew Cocker wrote:
>
> Hi,
>
> I changed a few things.. lost the radiosity (took too long), added the new ground (a
height
> field modified from an aerial view of the scene and using inner and outer shadows in
> Fireworks). Also added the white sections so that one of the rings wasn't floating
in mid-air.
>
> Focal blur using HCR-Edit once more, on a slightly less obvious setting.
>
> Is this one better?
>
> All the best,
>
> Andy Cocker
>
> ---
It looks fine without the radiosity but I don't really like the focal
blur. That's just a matter of taste/opinion though. I feel that way with
a lot of images.
Remco
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The image looks great.
That sandy ground is awesome! I'm not clear on how it was created and would
love to learn more. What is Fireworks, and inner and outer shadows?
Thanks,
Mark
Post a reply to this message
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Renderdog wrote:
>The image looks great.
>
>That sandy ground is awesome! I'm not clear on how it was created and would
>love to learn more. What is Fireworks, and inner and outer shadows?
>
>Thanks,
>Mark
>
I agree! A mini tutorial on the sand/dirt effect would be appreciated!
As for the rest of the image I can only see one problem area. It is in the
normal on the metal rings. The normal is too deep, and causes a grainy
look on the metal. This can be seen most clearly on the foremost top ring.
I'm not sure what pattern you’re using, but instead of {bumps .1} try
{bumps .05} in the relevant section. Other then that I thing the image is
very
effective. Definitely wallpaper material.
Post a reply to this message
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Fascinating picture. I like where you are headed with it. Explores the
vocabulary of raytraced effects.
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"Ross Litscher" <lit### [at] osu edu> wrote in message news:3e6e311e@news.povray.org...
> i forget what the old groundwas, but this ground looks really good. overall
> i think the image is better.
Thanks. The old ground was just an infinite plane with a light brown pigment.
All the best,
Andy Cocker
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"ingo" <ing### [at] tag povray org> wrote in message news:Xns### [at] povray org...
> in news:3e6e28cd@news.povray.org Andrew Cocker wrote:
> Yes, it's better. I like the concept of it, but have the feeling that the
> composition of the image can be improved, it feels a bit cluttered,
> without a real center of attention.
Yes, I agree it does seem a little cluttered, but I think that is caused in the main
by having
sections of the 'boxes' missing (originally they were to be whole, and the image
looked a lot
simpler). Regarding the layout, I like symmetry, and the shapes are at present
(ignoring their
rotation) symetrically placed, actually in the shape of a cross. I think I'd like to
stick
with that placement and sizing.
> Love the sand!
Yes, it worked out really well, although it's really, really simple (a height field
and an
image map), and I do feel as though I've cheated a little in using image maps, but if
it
works, it works!
Thanks for your comments,
All the best,
Andy Cocker
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"Remco de Korte" <rem### [at] onwijs com> wrote in message
news:3E6E473F.C8DE891F@onwijs.com...
> It looks fine without the radiosity but I don't really like the focal
> blur. That's just a matter of taste/opinion though. I feel that way with
> a lot of images.
I take on board your comments about the focal blur, but in this instance there needs
to be
some focal blur, as the sand relies on a repeated image map, and looks too busy in the
distance. Of course, I could get around this with using a texture map, but I quite
like the
focal blur as it is.
Andy Cocker
---
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"Renderdog" <slo### [at] hiwaay net> wrote in message
news:web.3e6e49f0a2a26ca67ba9929f0@news.povray.org...
> The image looks great.
Thankyou.
> That sandy ground is awesome! I'm not clear on how it was created and would
> love to learn more. What is Fireworks, and inner and outer shadows?
I'll try and post a mini-tutorial for the sand, although it's basically a height field
and an
image map for pigment and bumps. Watch this space!!
Fireworks is a vector graphics package by Macromedia. I like it as you can apply 'live
effects' to vector shapes and drawings.
Andy Cocker
---
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"Kitsune_e" <kit### [at] hotmail com> wrote in message
news:web.3e6e53cda2a26ca6c7e180360@news.povray.org...
> I agree! A mini tutorial on the sand/dirt effect would be appreciated!
Am working on one now. Will post here when done.
> As for the rest of the image I can only see one problem area. It is in the
> normal on the metal rings. The normal is too deep, and causes a grainy
> look on the metal. This can be seen most clearly on the foremost top ring.
> I'm not sure what pattern you're using, but instead of {bumps .1} try
> {bumps .05} in the relevant section. Other then that I thing the image is
> very
> effective. Definitely wallpaper material.
Thanks. Well, the normal on the rings has been reduced every render I've done, but I
will
reduce it further I think.
Andy Cocker
---
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"Jim Charter" <jrc### [at] aol com> wrote in message news:3e6e6245@news.povray.org...
> Fascinating picture. I like where you are headed with it. Explores the
> vocabulary of raytraced effects.
Thanks.
Andy Cocker
---
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Andrew Cocker wrote:
> Focal blur using HCR-Edit once more, on a slightly less obvious setting.
It seems that this tool is doing something wrong, a small portion of the
background to the left is not blurred although it should be. See the
attached picture.
Post a reply to this message
Attachments:
Download 'halves_2_wrong_blur.jpg' (4 KB)
Preview of image 'halves_2_wrong_blur.jpg'

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Andrew Cocker wrote:
>Hi,
>
>I changed a few things.. lost the radiosity (took too long), added the new ground (a
>height
>field modified from an aerial view of the scene and using inner and outer shadows in
>Fireworks). Also added the white sections so that one of the rings wasn't floating in
>mid-air.
>
>Focal blur using HCR-Edit once more, on a slightly less obvious setting.
>
>Is this one better?
>
>All the best,
>
>Andy Cocker
>
>
>---
>Outgoing mail is certified Virus Free.
>Checked by AVG anti-virus system (http://www://www.grisoft.com.
>Version: 6.0.459 / Virus Database: 258 - Release Date: 25/02/2003
>
very cool!! :)
--------------------
dan
Goofy Graffix - http://hometown.aol.com/goofygrafx
DanByersArt - http://www.huntel.net/goofygraffix
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The height-field-myst trick will help maybe?
Post a reply to this message
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On Tue, 11 Mar 2003 18:20:15 -0000, Andrew Cocker wrote:
> Hi,
>
> I changed a few things.. lost the radiosity (took too long), added the new ground (a
height
> field modified from an aerial view of the scene and using inner and outer shadows in
> Fireworks). Also added the white sections so that one of the rings wasn't floating
in mid-air.
>
> Focal blur using HCR-Edit once more, on a slightly less obvious setting.
>
> Is this one better?
>
> All the best,
>
> Andy Cocker
>
>
> ---
> Outgoing mail is certified Virus Free.
> Checked by AVG anti-virus system (http://www.grisoft.com).
> Version: 6.0.459 / Virus Database: 258 - Release Date: 25/02/2003
I tend to be picky about visual realism... but I want the radiosity back!
IMHO, these kinds of abstract yet realistic scenes look incredible with
radiosity.
--
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE
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"Greg Edwards" <edw### [at] hotmail comremovethis> wrote in message
news:1iy### [at] 40tude net...
> I tend to be picky about visual realism... but I want the radiosity back!
> IMHO, these kinds of abstract yet realistic scenes look incredible with
> radiosity.
..and oh so slow! :-)
Andy Cocker
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On Thu, 13 Mar 2003 23:38:21 -0000, Andrew Cocker wrote:
>
> "Greg Edwards" <edw### [at] hotmail comremovethis> wrote in message
> news:1iy### [at] 40tude net...
>
>> I tend to be picky about visual realism... but I want the radiosity back!
>> IMHO, these kinds of abstract yet realistic scenes look incredible with
>> radiosity.
>
> ..and oh so slow! :-)
>
> Andy Cocker
>
>
> ---
> Outgoing mail is certified Virus Free.
> Checked by AVG anti-virus system (http://www.grisoft.com).
> Version: 6.0.461 / Virus Database: 260 - Release Date: 10/03/2003
Aww well, my computer's been on for weeks straight on renders without rest
(poor thing). I've grown to consider eternal renders the norm. :-)
--
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE
Post a reply to this message
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