|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> If you would like a nice leather sofa, feel free to use this one:
> http://www.onewhiteraven.com/povray_models/pages/image006.php
> Wings3D model on request if you want to tweak the sagginess of the seats
or
> move the cushions.
Thanks for the offer, but I plan on doing all the stuff myself. Just like I
script my own particle systems, water simulations and whatnot, I like to
model my own stuff (especially since I bought Silo, its just so much fun
:-).
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> no negative comments at all. i even think the one negative you pointed out
> about the dark corner is just because you have looked at it a lot more
than
> us. i didn't even notice it.
Thanks for the praise. :-)
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tim Nikias" <JUSTTHELOWERCASE:timISNOTnikias(at)gmx.netWARE> wrote:
>
> Nope. A simple parallel light to simulate direct sunlight, and some
> radiosity calculations for the soft lighting. I make use of the two-pass
> technique, in the first pass (during radiosity gathering) the background
> photo, floor-texture and windows are commented out of the scene, in the
> second pass, they get inserted again. The background skysphere (hidden by
> the photo) is just a bright blue, very similiar to the sky's color in the
> photo, no clouds though.
>
Very nice image. I'm currently trying to model our "house to be constructed
in the (hopefully) not so far future". Could you tell me how you did the
two-pass technique? What material do you use for your glass in the window?
Thanks a lot,
gert
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Very nice image!
I'm wondering what was the rendering time and what radiosity settings have
you used? The radiosity looks very well. My attempts were never so good,
though they've taken many hours to render.
Przemek
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Tim Nikias wrote:
>
> I overdid the smoothing of the radiosity somewhat, which is way there are
> artifacts in the dark corner above that one window. I'll work on that on the
> next take.
Very nice.
I worked on a somewhat similar scene setup recently (different
composition, no direct sunlight) but it was technically more ambitious
(rough floor tiling) and therefore i did not mange to get so smooth
diffuse lighting.
This is a really good example how smooth and appealing lighting in such
a scene can be done in POV-Ray with quite reasonable render times (care
to mention?)
And i think the lighting - despite not being highly accurate - is better
than in a lot of images of similar scenes done with commercial renderers.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
A very nice image, I like the lighting and also didn't notice any artifacts
with the radiosity. Is the photograph just mapped onto a plane/box or did
you map it to the inside of a sphere?
My only complaint is I would like to see a higher resolution render ;-)
Especially when you add the furniture etc..
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tim Nikias" <JUSTTHELOWERCASE:timISNOTnikias(at)gmx.netWARE> wrote in
message news:43058731@news.povray.org...
> > If you would like a nice leather sofa, feel free to use this one:
> > http://www.onewhiteraven.com/povray_models/pages/image006.php
> > Wings3D model on request if you want to tweak the sagginess of the seats
> or
> > move the cushions.
>
> Thanks for the offer, but I plan on doing all the stuff myself. Just like
I
> script my own particle systems, water simulations and whatnot, I like to
> model my own stuff (especially since I bought Silo, its just so much fun
> :-).
>
> Regards,
> Tim
>
cool, keep us posted on the work.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> The backdrop was rendered... Nah. It's a photo.
*takes a few breaths and sits back down*
That's a really neat image... I've always wanted to make a CG image that
looks "sunny". But bathing everything in slightly yellow light just
makes everything look... slightly yellow. :-S
Oh well...
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Very nice image. I'm currently trying to model our "house to be
constructed
> in the (hopefully) not so far future". Could you tell me how you did the
> two-pass technique? What material do you use for your glass in the window?
The two-pass technique is also described on my website, here:
http://www.nolights.de/projects/radiosity/radiosity.html
Basically, I render the first pass with high pretrace-settings, a high
error_bound (mostly 0.1) and, of course, save_file. In the second pass, I
use load_file to load the radiosity, set error_bound higher (mostly 0.4 or
0.8) and use pretrace_begin and -end at 1.
Here's the radiosity-block for this scene, quite some high settings used:
radiosity{
#if (Save)
pretrace_start 0.2
pretrace_end 0.0125
save_file "windows.rad"
error_bound 0.1
#else
pretrace_start 1
pretrace_end 1
load_file "windows.rad"
error_bound 0.8
#end
recursion_limit 2
minimum_reuse 0.01
nearest_count 10
count 900
brightness 2.0
always_sample off
}
As for the window, that's a very plain, transparent pigment with some
reflection:
pigment{rgbt <1,1,1,1>}
interior{ior 1.55}
finish{
reflection{0,1 fresnel exponent .98}
diffuse 1
specular 1 roughness .001
}
Since I'm using radiosity, I've defaulted "ambient" to 0 (using
#default{finish{ambient 0}}).
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> A very nice image, I like the lighting and also didn't notice any
artifacts
> with the radiosity. Is the photograph just mapped onto a plane/box or did
> you map it to the inside of a sphere?
It's mapped onto a pair of triangles which are calculated to sit in direct
line of the camera's viewing frustrum, using my Glare-Macros (available on
my website in the Downloads Section). I've simpled used the following setup
to do that:
#declare Camera_Location = <1.32,1.1,-3.8>;
#declare Camera_Look_At = <-1.51,.85,0>;
camera{
location Camera_Location
look_at Camera_Look_At
}
#if (!Save)
#declare Backdrop = texture{pigment{image_map{jpeg "windows_bk4.jpg"}scale
<-1,1,1>}finish{ambient .9 diffuse 0} translate <-.1,.035,0>}
Glare_PlaceImage(Backdrop,20)
#end
The #if is to check if I'm doing the 1st Pass (collecting samples) or the
2nd, to avoid placing samples onto the image or having the image itself
influence the calculations.
> My only complaint is I would like to see a higher resolution render ;-)
> Especially when you add the furniture etc..
Sure thing, once this is done and rendered at an appropriate resolution, it
should be available for download on my website, but I'll post on the
development as well.
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |