POV-Ray : Newsgroups : povray.binaries.images : Desert WIP, First concept rendering Server Time
10 Aug 2024 17:26:17 EDT (-0400)
  Desert WIP, First concept rendering (Message 1 to 8 of 8)  
From: Michael Raiford
Subject: Desert WIP, First concept rendering
Date: 25 Jul 2004 21:39:15
Message: <410460c3@news.povray.org>
Hmm,

I need some rocks, some sparse vegetation, and some vertibrae possibly 
ribs...

The mountains bother me a bit. Though the media is giving the desired 
haze effect.... Maybe after I get the proper texture on the mountains.

Comments, suggestions ... criticism?


Post a reply to this message


Attachments:
Download 'desert-wip1.jpg' (44 KB)

Preview of image 'desert-wip1.jpg'
desert-wip1.jpg


 

From: Jim Charter
Subject: Re: Desert WIP, First concept rendering
Date: 25 Jul 2004 22:39:29
Message: <41046ee1$1@news.povray.org>
Michael Raiford wrote:
> Hmm,
> 
> I need some rocks, some sparse vegetation, and some vertibrae possibly 
> ribs...
> 
> The mountains bother me a bit. Though the media is giving the desired 
> haze effect.... Maybe after I get the proper texture on the mountains.
> 
> Comments, suggestions ... criticism?
> 
> 
> ------------------------------------------------------------------------
> 
Coming along nicely.  More scrub as you say.  It would be a very unusual 
topography, would it not, that would be so sandy and so flat at the same 
time?  If sand, then drifts.  If flat, then more clay than sand. Or salt 
lake?  I could be wrong.  Anyway I would buy the flat idea,in general, 
if there was some slight vegetation.  Of course it goes without saying 
that you need more texture to carry the foreground.  Would like to see 
some good texture work on the skull especially.  Don't forget you can 
save your Wings mesh with different texture assigments, say for the 
horns, and they will show up in your mesh2 texture list.  Then you can 
manually texture them to get differing effects.

Also the composition is a bit odd with the skull being so dead center 
yet relatively small.  Not sure if it's good or bad, but noticeble. 
Like the way tourists frame shots.


Post a reply to this message

From: Skip Talbot
Subject: Re: Desert WIP, First concept rendering
Date: 25 Jul 2004 22:54:18
Message: <4104725a$1@news.povray.org>
Yes, those additions would improve the image.

How about more of a gradient in the sky, it looks just a little too blue.
Maybe a dark blue on the top and more of a greyish light blue on the bottom?
I know media atmospheres are quite hard to control.  I'm having the same
problem right now with my desert scene.  I think I can away with using a
ground fog though.

In addition to rocks and vegetation, the actual ground texture itself is
going to need some more detail.  What are you using right now, a plane with
a normal?  How about an isosurface with some noise/turbulence on it, or at
least another smaller normal on the plane?


Skip


Post a reply to this message

From: Michael Raiford
Subject: Re: Desert WIP, First concept rendering
Date: 25 Jul 2004 22:59:27
Message: <4104738f@news.povray.org>
Jim Charter wrote:

> Coming along nicely.  More scrub as you say.  It would be a very unusual 
> topography, would it not, that would be so sandy and so flat at the same 
> time?  If sand, then drifts.  If flat, then more clay than sand. Or salt 

Yep, this is one thing I would like to address is adding just a bit more 
relief to the sand... some dunes, but I'm having a tough grasp at the 
ridged_mf function... Mountains will some somewhat like the contenental 
divide,.. snowcapped, a bit darker in color.

> lake?  I could be wrong.  Anyway I would buy the flat idea,in general, 
> if there was some slight vegetation.  Of course it goes without saying 

I'm thinking POVTree may be able to generate some scraggly bushes, maybe 
some mesquite trees...

> that you need more texture to carry the foreground.  Would like to see 
> some good texture work on the skull especially.  Don't forget you can 
> save your Wings mesh with different texture assigments, say for the 
> horns, and they will show up in your mesh2 texture list.  Then you can 

Yes ;) I do have separate textures for the horns and the skull itself. 
I'm curious to know whether Wings saves any UV_Mapping information, if 
so, this would make texturing the horns easy.. I have an idea that I 
want to carry forward.

> manually texture them to get differing effects.

> Also the composition is a bit odd with the skull being so dead center 
> yet relatively small.  Not sure if it's good or bad, but noticeble. Like 
> the way tourists frame shots.

Yeah, after I posted the image, I studied it a bit, and I think I'll 
move the skull somewhere... I need to add a few more bones.. ribcage and 
  such, just a few (something died...Maybe bits were taken away by 
coyotes... )

I'd like to keep the focal area pretty much flat, maybe increase some of 
the parameters the further down the z-axis to give the appearance of 
dunes in the background, before the mountains.

The main idea here is this dead animal has been here for a while and is 
half-buried in the sand, now.

Radiosity and a blue ambient sphere may add some coolness to the 
shadows, as well. The light's color has been warmed up by the media in 
the sky, the skull isn't nearly as yellow as it appears at the moment.


Post a reply to this message

From: Michael Raiford
Subject: Re: Desert WIP, First concept rendering
Date: 25 Jul 2004 23:06:19
Message: <4104752b@news.povray.org>
Skip Talbot wrote:

> Yes, those additions would improve the image.
> 
> How about more of a gradient in the sky, it looks just a little too blue.
> Maybe a dark blue on the top and more of a greyish light blue on the bottom?
> I know media atmospheres are quite hard to control.  I'm having the same
> problem right now with my desert scene.  I think I can away with using a
> ground fog though.
> 
> In addition to rocks and vegetation, the actual ground texture itself is
> going to need some more detail.  What are you using right now, a plane with
> a normal?  How about an isosurface with some noise/turbulence on it, or at
> least another smaller normal on the plane?

Believe it or not... it IS an isosurface! This is one of the things I am 
having difficulty with... I want some flatness in the foreground, but 
some relief to it as well, But I can't figure out how to get the desired 
  effect.

I want something like ripples in the sand... Like the attached image...


> 
> Skip
> 
>


Post a reply to this message


Attachments:
Download 'desert sand.jpg' (18 KB)

Preview of image 'desert sand.jpg'
desert sand.jpg


 

From: Skip Talbot
Subject: Re: Desert WIP, First concept rendering
Date: 26 Jul 2004 00:24:04
Message: <41048764@news.povray.org>
If you are trying to do dunes, keep playing with that ridged_mf function.
You could trying using a leopard scaled heavily in one diretion for the
ripples with a little turublence maybe.  The flatness you are trying to
achieve though looks like a crackle pattern might be better suited.
Something like a dried out lake bed.  Than we can see more of your skull
model too.

Skip


Post a reply to this message

From: Jim Charter
Subject: Re: Desert WIP, First concept rendering
Date: 26 Jul 2004 01:03:02
Message: <41049086@news.povray.org>
Michael Raiford wrote:

> 
> Yep, this is one thing I would like to address is adding just a bit more 
> relief to the sand... some dunes, but I'm having a tough grasp at the 
> ridged_mf function... 

Ridged_mf isn't the only option.  You can use a simple gradient, say 
gradient x, then manipulate the wave_form type and pigment_map (assuming 
of course you are working from a pigment function) to get the peaking 
effect. There are other patterns and functions that also lend themselves 
to this.  Perhaps even the effect of being convex on one side of the 
ridge on concave on the other could be done with the pigment map.  Worth 
a quick look see I'd say.

> 
> Yes ;) I do have separate textures for the horns and the skull itself. 
> I'm curious to know whether Wings saves any UV_Mapping information, if 
> so, this would make texturing the horns easy.. I have an idea that I 
> want to carry forward.
> 

Wings has its AutoUV functionality which works pretty well for the sort 
of simple mapping you have got there.  Though it is something of a 
moving target, it being under heavy development and continual revision 
lately.  It is, and has always been, heavily automated so you don't get 
the manual control that you do with UVmapper.  I have found I rely on 
UVmapper lately because I am more familiar with it.  But in the past 
AutoUV has worked pretty well.  It would be totally adequate for the 
distance from the subject you are working with.  The attached image is 
an early effort of mine to use AutoUV in Wings.  The head on the left 
has an image_map applied with the UV data Wings generated. You can see 
some artifacting on the lips. ( I am certain I could improve on that 
now. On right was an attempt to duplicate the result with procedural 
texturing)


Post a reply to this message


Attachments:
Download 'head07.jpg' (38 KB)

Preview of image 'head07.jpg'
head07.jpg


 

From: St 
Subject: Re: Desert WIP, First concept rendering
Date: 26 Jul 2004 13:50:36
Message: <4105446c@news.povray.org>
"Michael Raiford" <mra### [at] hotmailcom> wrote in message
news:410460c3@news.povray.org...
> Hmm,
>
> I need some rocks, some sparse vegetation, and some vertibrae
possibly
> ribs...

     Well, the ribs should easy enough to do... a bit of backbone too?
;)

>
> The mountains bother me a bit. Though the media is giving the
desired
> haze effect.... Maybe after I get the proper texture on the
mountains.
>
> Comments, suggestions ... criticism?

    The skull's looking good apart from the 'square' sides behind the
mouth. Maybe adjust those points/lines/faces in that area so that
there's an indent/depression each side?

  Take a look here, I don't know what skulls these are, but amazingly,
these are in Wales:

     (halfway down)  http://www.glamorganwalks.com/whatsnew.htm

   Looking forward to  the finished image.  :)

   ~Steve~


>
>


----------------------------------------------------------------------
----------


Post a reply to this message

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