POV-Ray : Newsgroups : povray.binaries.images : Greeble Ship 2 Server Time
15 Nov 2024 17:12:24 EST (-0500)
  Greeble Ship 2 (Message 1 to 6 of 6)  
From: Mike Williams
Subject: Greeble Ship 2
Date: 13 May 2006 03:31:58
Message: <44658b6e@news.povray.org>
I've now changed things so that each greeble unit is assigned a random
texture taken from a texture_map instead of a random pigment from a
colour_map. This allows the larger greeble units to look less bland.


Post a reply to this message


Attachments:
Download 'GreebleShip2.jpg' (151 KB)

Preview of image 'GreebleShip2.jpg'
GreebleShip2.jpg


 

From: Darren New
Subject: Re: Greeble Ship 2
Date: 13 May 2006 12:43:00
Message: <44660c94$1@news.povray.org>
Mike Williams wrote:
> I've now changed things so that each greeble unit is assigned a random
> texture taken from a texture_map instead of a random pigment from a
> colour_map. This allows the larger greeble units to look less bland.

While impressive, perhaps a marble-like texture is not the best 
approach? It starts to look like a greebled bathroom fixture. :-)

-- 
   Darren New / San Diego, CA, USA (PST)
     My Bath Fu is strong, as I have
     studied under the Showerin' Monks.


Post a reply to this message

From: Sven Littkowski
Subject: Re: Greeble Ship 2
Date: 13 May 2006 15:20:51
Message: <44663193$1@news.povray.org>
Good work.

If I look to space images (Space Shuttle, satelites, etc.), I always 
recognize a very strong contrast value (due the lack of an atmosphere). You 
can simulate that by multiplying the light's color, somehow like that:

light_source
{
 < -1000.0, 1000.0, -1000.0 >
 color rgb < 1.0, 1.0, 1.0 > *5
}

This will brighten the lighted sides, and increases the contrast. Maybe, in 
addition, you can experiment with the Gamma value of the entire scene.

Go on with your experiments. Maybe, who knows, it is ending in macros for 
side, front and top/bottom greebles which many of us can use.

Greetings,

Sven


Post a reply to this message

From: John VanSickle
Subject: Re: Greeble Ship 2
Date: 13 May 2006 17:03:46
Message: <446649b2$1@news.povray.org>
Darren New wrote:

> While impressive, perhaps a marble-like texture is not the best 
> approach? It starts to look like a greebled bathroom fixture. :-)

"Man, the Imperial Navy's really gone to the toilet recently..."

Regards,
John


Post a reply to this message

From: Jim Charter
Subject: Re: Greeble Ship 2
Date: 14 May 2006 14:02:53
Message: <446770cd$1@news.povray.org>
Mike Williams wrote:
> I've now changed things so that each greeble unit is assigned a random
> texture taken from a texture_map instead of a random pigment from a
> colour_map. This allows the larger greeble units to look less bland.
> 
> 
> 
> 
Coming along nicely.  I think your critics are missing that you are in 
test mode.  Still, it would be interesting to see what this could do 
with some full dress, ominous, stalk-starwars, space-metal, textures and 
starker space-lighting.  -Jim


Post a reply to this message

From: Sven Littkowski
Subject: Re: Greeble Ship 2
Date: 30 Jan 2016 06:55:00
Message: <web.56aca450c74d9569a4b8f9e70@news.povray.org>
10 years later...


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.