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twenty-something hours render
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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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Jim Charter <jrc### [at] msn com> 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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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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> 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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Jim Charter <jrc### [at] msn com> 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] msn com> 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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"Jim Charter" <jrc### [at] msn com> 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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news:web.4347a7a7dfbececf6121e2ac0@news.povray.org...
> salt free diet ? (Marc, are you an hypertensive ??)
>
Yes, doomed to flavourless food :-/
Marc
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gonzo wrote:
> Jim Charter <jrc### [at] msn com> 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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Great Lighting
Very realistic....jaws
4346b4ca@news.povray.org...
> twenty-something hours render
>
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