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"Nekar" <ger### [at] rpmmagcoza> wrote in message
news:456ad676@news.povray.org...
>
> "Tek" <tek### [at] evilsuperbraincom> wrote in message
>>Also this view shows some obvious levitating rocks,
>
> That part would be good for the sea - foam flying through the air
Yes, the sea already has it, that's why my rocks have it.
> I would make the clouds look like something from "the Grinch" to go with
> the rest of the scene... =;-]
I was definitely thinking more lord of the rings but I see what you mean :)
--
Tek
http://evilsuperbrain.com
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tweaked!
Improved rock & grass texture so the middle distance looks less flat and
boring, although perhaps now too dark. And way better clouds, though still
some striped artefacts (despite intervals=4).
--
Tek
http://evilsuperbrain.com
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:456aa77a@news.povray.org...
>I put the camera somewhere more interesting, and tweaked the lighting and
> atmosphere a bit. Though this much higher-res image shows up some errors
> in
> the clouds. Also this view shows some obvious levitating rocks, and I'm
> not
> so fond of the boring grey rock texture...
>
> Anyway, still looks pretty dramatic so I thought I'd show it :)
>
> I'm probably going to use it as a backdrop for some 2D stuff in photoshop,
> with some figures on the overhang on the left.
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Post a reply to this message
Attachments:
Download 'waves_of_stone.jpg' (151 KB)
Preview of image 'waves_of_stone.jpg'
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news: 456ad9b8$1@news.povray.org...
>
> "jute" <nomail@nomail> schreef in bericht
> news:web.456ab496417043ddf43b014e0@news.povray.org...
> > I don't think the levitating rocks (or otherwise impossible (?)
> > stoneforms)
> > detract from the image one bit, but then I'm pre-conditioned by
> > Roger Dean's art ^^
> >
>
> Aah! Another Roger Dean fan!! :-)
LOL He was the main reason for me to buy some early YES and Steve Howe LP's
(I miss 30cm sleeves)
Marc
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That's some interesting geology going on there! ;-)
--
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Somehow I like this closeup less than the original. Some curves
are too smooth and mathematical-looking in order to look natural,
and they break the believability of the image somehow.
The banding in the clouds isn't helping either.
Post a reply to this message
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Tek schrieb:
> I put the camera somewhere more interesting, and tweaked the lighting and
> atmosphere a bit. Though this much higher-res image shows up some errors in
> the clouds. Also this view shows some obvious levitating rocks, and I'm not
> so fond of the boring grey rock texture...
>
> Anyway, still looks pretty dramatic so I thought I'd show it :)
>
> I'm probably going to use it as a backdrop for some 2D stuff in photoshop,
> with some figures on the overhang on the left.
>
nice surreal appeal ...
it looks like your using media clouds based on df3 data (banding/cell
strukture). Instead of increasing the resolution of the df3 data you may
add some turbulence *after* importing the density file. Will slow down
the render process slightly but you get rid of the cell strukture, which
is an inherent problem of density files.
... dave
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You know Tek, that's much better. :o)
After looking at this image, I was thinking about what I would do with it,
and came to the conclusion that I would definately cover those floating
bits. The one to the far right would be a soaring eagle - you already have
the perfect shape there. And the one near the centre, I'd just cover with
cloud. Also, the pointy bit to the left, would have the eagle's mate sitting
there awaiting his return with possibly a nest nearby, (as that part looks
quite close to me, and the rest looks far away).
Nice potential in this image for various themes. (Hang glider also comes
to mind low down in that valley).
~Steve~
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Tek wrote:
> tweaked!
>
> Improved rock & grass texture so the middle distance looks less flat and
> boring, although perhaps now too dark. And way better clouds, though still
> some striped artefacts (despite intervals=4).
>
You should lower the interval back to 1 and increase the samples
instead. With the right settings, you should get something that
looks better *and* renders faster...
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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Version: GnuPG v1.4.5 (GNU/Linux)
iD8DBQFFbJqgd0kWM4JG3k8RAs2gAJ9yl+sHgnqYw9JJ6qSMu4aSkddPcwCfe9LR
E/l9ZPwWBu/WmiaYW39gc2c=
=aeXg
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Post a reply to this message
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Actually when I said "intervals" I was mistaken, it was the samples I
increased. They render faster than intervals but even with this setting,
which still has some artefacts, it takes about 10 times longer than the rest
of the scene :-(
--
Tek
http://evilsuperbrain.com
news:456c9a86$1@news.povray.org...
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> Tek wrote:
>> tweaked!
>>
>> Improved rock & grass texture so the middle distance looks less flat and
>> boring, although perhaps now too dark. And way better clouds, though
>> still
>> some striped artefacts (despite intervals=4).
>>
> You should lower the interval back to 1 and increase the samples
> instead. With the right settings, you should get something that
> looks better *and* renders faster...
>
> Jerome
> - --
> +------------------------- Jerome M. BERGER ---------------------+
> | mailto:jeb### [at] freefr | ICQ: 238062172 |
> | http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
> +---------------------------------+------------------------------+
> -----BEGIN PGP SIGNATURE-----
> Version: GnuPG v1.4.5 (GNU/Linux)
>
> iD8DBQFFbJqgd0kWM4JG3k8RAs2gAJ9yl+sHgnqYw9JJ6qSMu4aSkddPcwCfe9LR
> E/l9ZPwWBu/WmiaYW39gc2c=
> =aeXg
> -----END PGP SIGNATURE-----
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Nope, no df3s here, it's a granite pattern with a lot of turbulence. The
bands are parallel to the bounding shape, because in the distance each ray
passes through a much longer range of clouds but uses the same number of
samples (why doesn't pov adjust the min samples based on the distance it's
sampling over?!), so you tend to get artefacts relating to large changes in
depth of the bounding shape, which in this case means horizontal lines
(effectively contours of depth of the bounding shape). And, before you say
it, the bounding shape has to be like that because otherwise the clouds
occupy such a small region of space that they mostly vanish when I use other
bounding shapes, because no rays intersect with them.
Annoyingly media method 3's "anti-aliasing" seems blind to this artefact, so
the only thing that fixes it is more samples => proportionally more render
time :(
This one has 4 times as many samples and the artefacts are better, but still
visible. Based on that I'd expect a 1500x1000 render without artefacts to
take more than 24hrs! aaargh! So I'm not going to bother :)
--
Tek
http://evilsuperbrain.com
"David El Tom" <dav### [at] t-onlinede> wrote in message
news:456bf263$1@news.povray.org...
> Tek schrieb:
>> I put the camera somewhere more interesting, and tweaked the lighting and
>> atmosphere a bit. Though this much higher-res image shows up some errors
>> in
>> the clouds. Also this view shows some obvious levitating rocks, and I'm
>> not
>> so fond of the boring grey rock texture...
>>
>> Anyway, still looks pretty dramatic so I thought I'd show it :)
>>
>> I'm probably going to use it as a backdrop for some 2D stuff in
>> photoshop,
>> with some figures on the overhang on the left.
>>
> nice surreal appeal ...
>
> it looks like your using media clouds based on df3 data (banding/cell
> strukture). Instead of increasing the resolution of the df3 data you may
> add some turbulence *after* importing the density file. Will slow down
> the render process slightly but you get rid of the cell strukture, which
> is an inherent problem of density files.
>
> ... dave
Post a reply to this message
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