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Jaime Vives Piqueres wrote:
>
> I was tempted to do it with my main reference pic:
>
> http://home.att.net/~texhwyman/g_imgs/autobahn2b.jpg
So it is supposed to be a German 'Autobahn' - a few notes on realism there:
- the white strip at the outer (right) side of the road seperating it
from the 'Standstreifen' usually is much broader than the other
interrupted strips.
- those white (plastic) posts on the side of the road have the black
strip at the top going upward from inner to outer side.
- the trees are quite large and no german road authority would allow
such large and old trees to grow that near to a highway. ;-)
Apart from that great image of course.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:42721f02@news.povray.org...
> Zeger Knaepen wrote:
> > My first reaction: "haha, very funny"
> > My second reaction: "ah, no, he probably just added his cars to this photo"
> > My third reaction: "OMG! this *isn't* a photo ?!?"
>
> I was tempted to do it with my main reference pic:
>
> http://home.att.net/~texhwyman/g_imgs/autobahn2b.jpg
>
> but I've not experience integrating renders with photos...
Well, for something like that, it's not that hard: the road can be just a plane
with the image projection_map'ed onto it:
//projection_map
#declare Pigment=function {pigment {image_map {jpg "autobahn2b.jpg" interpolate
2 } translate -.5}}
// perspectiveprojection: Px=x/z, Py=y/z, Pz=0
#declare Projection_pigment =
pigment {
average
pigment_map {
[function{Pigment(x/z,y/z,0).red} color_map {[0,rgb 0][1,red 4]}]
[function{Pigment(x/z,y/z,0).green} color_map {[0,rgb 0][1,green 4]}]
[function{Pigment(x/z,y/z,0).blue} color_map {[0,rgb 0][1,blue 4]}]
[function{Pigment(x/z,y/z,0).transmit}color_map {[0,rgb 0][1,transmit
4 ]}]
}
}
plane {y,0
texture {
pigment {Projection_pigment}
finish {ambient .5 diffuse .5 brilliance 2}
scale <4/3,1,1>
Reorient_Trans(z, camera_look_at-camera_location)
translate camera_location
}
that should do the trick.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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OUTSTANDING!!!
just a question, but pavement textures are procedurals or image_maps?
it's defenitely not a spanish nor italian highway, it's not messy enough :-)
very good job!
--
Best regards,
Stefano Tessarin
To follow the path:
look to the master,
follow the master,
walk with the master,
see through the master,
become the master.
Zen poem.
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"Stefano Tessarin" <s.t### [at] tinit> wrote in message
news:42722e52@news.povray.org...
>
> OUTSTANDING!!!
>
> just a question, but pavement textures are procedurals or image_maps?
Knowing Jaime, it's probably a proceduralized image_map:
http://ignorancia.org/tech_page.php?image=23&db=tips
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Stephen wrote:
> faculties any credit :-)
>
I think it is mostly the foreground trees that give it away. It is not
that the trees aren't believable,
it is that they are identifyable raytraced tree "species".
That and a certain regularity to the general "randomness" and
perhaps some flaws introduced by photography itself. But suppose the
history of art had proceeded directly from painting to raytracing and
photography had never existed?
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Jaime Vives Piqueres wrote:
> Still playing with my Wings3D cars...
Oddly, I've never been attracted to cars, never have owned one, never
painted one, only modelled one once and it was barely an offhand four
hour shot at it. But I *love* highways. And highway scenes. I used to
hitch-hike extensively when I was young. And the poetry and drama
intrinsic to highway scenes always crowded my imagination. The tensions
of mundanity and modernity, engagement and alienation. It is in Gilles
work a lot also of course.
Very interesting subject from a raytracing point of view too. All the
regularity of the engineering versus the randomness of the texturing.
truck donations accepted! :)
Quick joke, but actually a pretty cool idea. And, with all the car
modelling that goes on, it is not something that has ever been done that
I know of. ( althought no doubt I'd be that last *to* know )
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Loki wrote:
> It's a sweet pic, no doubt about it.
>
> A point on composition though. The symmetry of the road, signs and so on is
> very eyecatching. The use of converging lines in film is common, to draw
> the eye to the point of interest. My only criticism here is that there is
> nothing at the convergence in this pic - the eye is being drawn to an empty
> point in the distance, which is a distraction from the nice detail in the
> foreground. Unless you plan to put something in the deep background where
> the perspective converges I'd suggest moving the camera to destroy the
> symmetry, allowing more focus on the detail - perhaps lower and off-centre
> to give a closer view of a car. You could maybe place the camera on the
> left carriageway say, and place a car in the right-hand-lane of it (as we
> look at the scene) so that the strong lines of the central reservation are
> obscured a little by it.
>
I am not sure I agree, While other angles for the shot may well get
some fruitful results, there are some great compositional elements at
play here. Not just the symmetry you mention, but the rectilinearity
with the picture plane of the signs, wires, and shadows of the wires,
that tease the eye in a subtle way. As far as what it at the
convergence point, I think there is some very interesting things, or
themes that are interesting to me at least. That is the sense of detail
that is barely perceptible and therefore puzzling to the mind. I try to
identify the nature the structure of what appears to be a distant span
of some sort. We always gaze toward the horizon a try to discern the
most distant of details. It is often key to our survival.
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Jaime Vives Piqueres wrote:
>
I knew there was going to be something crazy in here when I saw the
unread post count. I wasn't disappointed. You are leading the charge in
this community, of more and more technically advanced use of free software.
Are the trucks in this image not yours? If you're looking for
suggestions, I think the Isuzus are beautiful. They're models are ELF,
FORWARD, and GIGA. Here's a FORWARD made into a firetruck. COOOOL.
http://www.geocities.jp/fd_iwate/tank2.htm
-Shay
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Stephen wrote:
> faculties any credit :-)
The center of the road (between different-way lanes, I mean) somehow
doesn't look photorealistic. Maybe it's too perfect - the fences are
totally straight, theier posts are all in nice line etc.
But noticing that AFTER I realized that the pic is traced, it still
didn't keep me wondering which one of cars actually is added to the
photo :p.
--
Eero "Aero" Ahonen
http://www.zbxt.net
aer### [at] removethiszbxtnetinvalid
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"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:4271e0f3@news.povray.org...
> Still playing with my Wings3D cars... truck donations accepted! :)
>
> --
> Jaime
>
excellent. my only slightest criticism is that the blue signs look like they
are lighted differently from the rest of the scene. I don't know how to
explain it other than, it looks like they were cut and pasted in from a
different but similar scene.
the shrubs on the median between the two sides of the road look excellent
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