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Jim Charter wrote:
>
> BTW regarding the picture and monitor quality etc. That tracing
> has a soft, grainy aspect to it which I got by using a hugely
> proportioned grid for the area light. Basically the light at a
> distance of 10 units had a 10x10 unit grid.
Genius! I've got to get home and try that.
<another reply in P.O-T>
-Shay
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"Jim Charter" <jrc### [at] msncom> wrote in message
news:41505388$1@news.povray.org...
> Josh wrote:
>
>> Nice one Jim. Thats a real good texture, a real-used frame. splines used
>> by
>> any chance?
>>
>
> thanks
> could have used splines, but no, no splines, got spline indigestion
> lately...
> all csg: boxes, cylinders, Boxes
> might go iso_csg with it though, if I achieve greater patience.
Assuming you haven't tried it, iso_wood is also a great way to go, depending
on how much detail you want. And for the impatient, you can turn off
certain settings for faster test renders. It can do some very amazing
things. :-)
I feel like an isovangelist... ;-)
Very nice frame, btw.
--
Jeremy
www.beantoad.com
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Jeremy M. Praay wrote:
> Assuming you haven't tried it, iso_wood is also a great way to go, depending
> on how much detail you want. And for the impatient, you can turn off
> certain settings for faster test renders. It can do some very amazing
> things. :-)
>
> I feel like an isovangelist... ;-)
>
> Very nice frame, btw.
>
Thanks, yeah, well iso's are always on one's mind because their
potential is so awesome.
I'll take another look at iso_wood. I looked it over pretty good for
some preliminary work I did toward an entry for the "Desert" round. It
seemed to me that the main thing it offers is its extensive database of
superb wood textures which as you say, could be quite useful for doing
wood frames. I'll look again.
I just spent yesterday translating my macros into iso_csg, hoping to use
both the application of real texture displacement, like with iso_wood,
and to use the blobbing effect. But it is sooo slow on my machine. I
guess because I am out of work I have the constant, 24/7 need to feel
productive and can't stand it when even a simple test leaves me pacing
around for 20 minutes. The original plan was to do the mocking up with
regular csg and normal patterns then implement the final thing with
iso's. But the testing right now to establish confidence that the
translation from the one to the other would produce something usable is
both time consuming and somewhat discouraging in the initial results.
I think today I am going to see what I can get using regular blobs and
textures.
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