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From: Jim Charter
Subject: swimming with the fishies
Date: 7 Oct 2005 13:47:54
Message: <4346b4ca@news.povray.org>
twenty-something hours render


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From: Marc Jacquier
Subject: Re: swimming with the fishies
Date: 7 Oct 2005 15:01:49
Message: <4346c61d$1@news.povray.org>

news:4346b4ca@news.povray.org...
> twenty-something hours render

Sorry can't swim with you, I am salt-forbidden ;-)

Wait! did you model all those fishes? even the big one? didn't it swallow
your mouse?
Great!!!

Marc


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From: gonzo
Subject: Re: swimming with the fishies
Date: 7 Oct 2005 15:20:00
Message: <web.4346c99cdfbececfa0c272b50@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> twenty-something hours render

Wow! It's starting to look very good!  The flash falloff is much better and
the remora is an excellent touch for realism.

Only things that look funny to me now are the normal on the shark's skin is
too pronounced and the water in the background should also have a light
falloff with depth; the bottom of the picture should be a lot darker than
the top, probably a dark blue-green almost black.

Is the water color media? If so, maybe a gradient background behind it or
maybe even negative lights below and behind.

RG


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From: Jim Charter
Subject: Re: swimming with the fishies
Date: 7 Oct 2005 15:56:16
Message: <4346d2e0@news.povray.org>
Marc Jacquier wrote:

> news:4346b4ca@news.povray.org...
> 
>>twenty-something hours render
> 
> 
> Sorry can't swim with you, I am salt-forbidden ;-)

Salt-forbidden???


> 
> Wait! did you model all those fishes? even the big one? didn't it swallow
> your mouse?
> Great!!!
> 
> Marc
> 
> 
> 
Thanks Marc.

The shark is modeled entirely in Wings.  So are the remora. The obvious 
way to do the fish would have been to model them also in Wings and use 
the magnets feature to create and save off a dozen or so swimming 
postures then apply them randomly in the fish school.  But alas I took 
on the challenge of generating the fishies within SDL.  They are created 
in mesh based on splines all derived from a sort of axial backbone 
spline which is bent randomly.  A dozen random instances of the fish are 
created and stored then instanced randomly.  I also calculated the UV's 
and generated a crude template for painting the image and bump maps. 
There is also a image pattern map used to get the transparency of the 
fins. However the model is still to crude to sustain much of a closeup.


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From: Skip Talbot
Subject: Re: swimming with the fishies
Date: 8 Oct 2005 01:15:52
Message: <43475608$1@news.povray.org>
> They are created 
> in mesh based on splines all derived from a sort of axial backbone 
> spline which is bent randomly.  A dozen random instances of the fish are 
> created and stored then instanced randomly.  I also calculated the UV's 
> and generated a crude template for painting the image and bump maps. 

Jim I am doing something amazingly similar with fish and splines right 
now (although the project is on hold until school breaks).  You seem to 
have been able to write it much faster than I have though.

The render look fantastic!  Your shark could use a bit of wear though. 
Most good sized sharks have a few nicks in them.  Stunning nonetheless 
though.

Skip


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From: Rene Bui
Subject: Re: swimming with the fishies
Date: 8 Oct 2005 07:05:01
Message: <web.4347a7a7dfbececf6121e2ac0@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> twenty-something hours render

The shark flesh seems always a bit rigid, probably something to tweak
here...
but it's well done Jim.

Jim Charter <jrc### [at] msncom> wrote:
> Marc Jacquier wrote:

> > news:4346b4ca@news.povray.org...
> >
> >>twenty-something hours render
> >
> >
> > Sorry can't swim with you, I am salt-forbidden ;-)
>
> Salt-forbidden???
>

salt free diet ? (Marc, are you an hypertensive ??)



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From: Thomas de Groot
Subject: Re: swimming with the fishies
Date: 8 Oct 2005 09:18:13
Message: <4347c715@news.povray.org>
"Jim Charter" <jrc### [at] msncom> schreef in bericht
news:4346b4ca@news.povray.org...
> twenty-something hours render
>
Can I go to another swimming pool, please?

Excellent work Jim!

Thomas


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From: Marc Jacquier
Subject: Re: swimming with the fishies
Date: 8 Oct 2005 10:15:36
Message: <4347d488@news.povray.org>

news:web.4347a7a7dfbececf6121e2ac0@news.povray.org...
> salt free diet ? (Marc, are you an hypertensive ??)
>
Yes, doomed to flavourless food :-/

Marc


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From: Jim Charter
Subject: Re: swimming with the fishies
Date: 8 Oct 2005 10:45:58
Message: <4347dba6$1@news.povray.org>
gonzo wrote:
> Jim Charter <jrc### [at] msncom> wrote:
> 
>>twenty-something hours render
> 
> 
> Wow! It's starting to look very good!  The flash falloff is much better and
> the remora is an excellent touch for realism.

Thanks Ron.

> 
> Only things that look funny to me now are the normal on the shark's skin is
> too pronounced 

I agreed it isn't quite right though I am not quite sure which way to go 
with it.  Right now it looks like wet seak skin to me.  It is a bump map 
so I can of course reduce the bumo_size.  The texture is created in 
Photoshop with custom brushes that I dirived from images of silhouetted 
tree branches I believe.  Right now the texture in that strange area of 
being closer-than-I've-ever-gotten, but still not "right"  So I cling to 
it.  IT's a matter of vision as well as technical I think.

and the water in the background should also have a light
> falloff with depth; the bottom of the picture should be a lot darker than
> the top, probably a dark blue-green almost black.

Yes I was playing with some of those effects back when I was 
concentrating on the lighting.  It is sort of a matter of balance. 
Pictures where you see the media effect have more of an overhead light. 
  Pictures with the strob light and severe falloff seem to have a 
clearer look with less media and debris coloring the water.  Those 
images have more tactility and visual punch it seems to me but loose the 
sense of immersion.  I guess I was trying to trade these effects off. 
Have it both ways.  Another envisioning issue.  I will have to revisit it.


> 
> Is the water color media? If so, maybe a gradient background behind it or
> maybe even negative lights below and behind.
> 
>

I was using the gradient at one point but did want to "model" the 
lighting in a cleaner way comceptually if I could.  Didn't think of the 
negative lights idea

The media is basically this:

sphere {
   hollow
   pigment  {
         rgbt <0,0,0,1>
   }
   finish {
         ambient 0
         diffuse 0
   }
   interior {
      media {
          absorption ...
      }
      media {  //bg color
         scattering { .... extinction ... }
         density {
		granite
		scale .1
		turbulence 1
		color_map { a blend }
	}
      }
      media {  //bg color
         scattering { .... extinction ... }
         density {
		granite
		scale .5
		turbulence 1.5
		color_map { a blend }
	}
      }
      media {   //large debris
         scattering { .... extinction ... }
         density {
		granite
		scale 5.5
		turbulence .1
		color_map {
			stepped with transparent color
			to get particles
		}
	}
      }
      media {   //pea soup
         scattering { .... extinction ... }
         density {
		granite
		scale .03125
		turbulence .1
		color_map {
			stepped with transparent color
			to get particles
		}
	}
      }
}


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From: Remy Closset
Subject: Re: swimming with the fishies
Date: 8 Oct 2005 10:48:16
Message: <4347dc30$1@news.povray.org>
Great Lighting
Very realistic....jaws



4346b4ca@news.povray.org...
> twenty-something hours render
>


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