POV-Ray : Newsgroups : povray.binaries.images : Rendering lull Server Time
7 Aug 2024 01:25:17 EDT (-0400)
  Rendering lull (Message 41 to 50 of 75)  
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From: scott
Subject: Re: It's a tree (~100KB)
Date: 16 Dec 2006 17:48:47
Message: <458477cf$1@news.povray.org>
> Here's mine. Bet you can't tell what it is. (Mainly due to the poor
> quality of the rendering.)
>
> Obviously, I am nowhere near 1337 enough to make this up all by myself.
> It's actually done with POV-Tree and Tom Tree. It *still* doesn't look
> right. (A damn site better than my own algorithm, but it still looks
> wrong. In particular, the needles differ vastly in size.)

The tree looks good, especially the bark texture.  Some colored reflective 
spheres on the tree wouldn't go amiss :-)


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From: scott
Subject: Re: Rendering lull
Date: 16 Dec 2006 17:50:09
Message: <45847821$1@news.povray.org>
> Some fish modeling with Wings... much more difficult than it looked at
> first glance!

Wow that's great, how long did it take to render (ie any chance of an 
animation)?


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 16 Dec 2006 17:58:26
Message: <45847a12@news.povray.org>
scott wrote:
> Over in off-topic, Mike was complaining of a lull in the community here,
> so Ross suggested posting whatever you are doing now, whatever the state
> of it is.

Yes, it's true. I actually don't have any ongoing POV-project I've
touched lately. Today I was repairing my car, yesterday and the day
before that I was sick. But on Wednesday I was doing at least
_something_ I do stand a chance to show - lately I've been enhancing my
entertainment battery. I mean, sorting it out, connecting devices,
making cables (I ran out of solder, argh) etc. So that I can enjoy lots
of stuff again. Excuse me for posting a crappy digiphoto (I might POV
this someday, but not yet;), but it's only in the name of the thread.

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 16 Dec 2006 18:22:11
Message: <45847fa3$1@news.povray.org>
Rune wrote:
> 
> I don't *think* the arms are live, but I'll keep in mind to be careful.

If they are, you can modify the lamp to have a nice ladder-effect with
some extra-voltage. Just make sure to filter it out of A) electric
network and B) from the bulb.

;)

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: nemesis
Subject: Re: Rendering lull
Date: 16 Dec 2006 19:00:01
Message: <web.458488188f139dc5334848ad0@news.povray.org>
right now, i'm quite out of time.  But this was one of my last attempts with
povray.  The interesting part is that it uses a three-layered texture for
the pen.


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From: St 
Subject: Re: Rendering lull
Date: 16 Dec 2006 20:52:41
Message: <4584a2e9@news.povray.org>
Ok, here's what I'm working on for CGSphere - 'SlugFest'. :o)

 I'm certainly not happy with the leaves and regard them as placeholders for 
the moment.

 My soundbite for the image would be: "Slippery Slimy Slugs Slithering 
Slightly/or/Slowly _ _ _ _ _ _"

  I'm lost for the last word or words - any idea's?

  ~Steve~


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From: Mark Birch
Subject: Re: Rendering lull
Date: 16 Dec 2006 22:10:01
Message: <web.4584b4348f139dc52b4e7d110@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "scott" <ask### [at] mecom> wrote:
> > Over in off-topic, Mike was complaining of a lull in the community here, so
> > Ross suggested posting whatever you are doing now, whatever the state of it
> > is.
> >
> > So, here are the two things I've been working on recently.  First is a basic
> > attempt to model my office, second is an attempt to model a bike wheel.
>
> Been working on some CGSphere entries.  Preview of #3 (a revision to my #2,
> A Clockwork Orange).  I have been having difficulties with the default
> background grid disappearing without stupidly high AA settings.  Any
> suggestions? (Can't change the grid)
>
> -tgq

I didn't know about that CGSphere thing, thanks for bringing it to my
attention!

For your orange:
try making the hole in the centre a little more ragged around the edges
(maybe by differencing out an isosurface cylinder) and show a few
millimeters of white pithy rind in the cut, to give it more depth...


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 16 Dec 2006 23:55:00
Message: <web.4584cd148f139dc5394bbbf50@news.povray.org>
"Mark Birch" <las### [at] hotmailcom> wrote:
> I didn't know about that CGSphere thing, thanks for bringing it to my
> attention!
>
> For your orange:
> try making the hole in the centre a little more ragged around the edges
> (maybe by differencing out an isosurface cylinder) and show a few
> millimeters of white pithy rind in the cut, to give it more depth...

Thanks, I may try that.  There should be some of the white pithy rind as I
did texture it that way, just not visible I guess.

BTW, I have my next one posted
http://www.cgsphere.com/gallery/details/?category=Show%20All&view=rating&artist=&main_app=&limit=30&fimit=60&submission
_id=1519
I got a better looking grid as I was able to use 0.0 AA settings on this one
without having to wait a week.

-tgq


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From: Thomas de Groot
Subject: Re: Rendering lull
Date: 17 Dec 2006 03:18:16
Message: <4584fd48@news.povray.org>
"scott" <ask### [at] mecom> schreef in bericht news:45830b48@news.povray.org...
> Over in off-topic, Mike was complaining of a lull in the community here, 
> so
> Ross suggested posting whatever you are doing now, whatever the state of 
> it
> is.
>

OK. Apart from Triton and Neptune, I am working on a scene for the Cathy's 
World series. This one is based on a scene from the movie Stalker 
(Tarkovski). Tunnel is built in Silo. The texture is using Rune's patina 
macro. This is a somewhat older version. In the current version light shafts 
are visible but the render time increases tremendously due to the scattering 
effect, so I have no complete render available now. Working on the details.

Thomas


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From: Jaime Vives Piqueres
Subject: Re: Rendering lull
Date: 17 Dec 2006 05:05:43
Message: <45851677$1@news.povray.org>
scott wrote:
> Wow that's great, how long did it take to render (ie any chance of an 
> animation)?

   Thanks! It took about an hour thanks to the focal blur... otherwise 
it renders fast, as the fish is a mesh and the background just some 
height fields overlapping. The difficult part for an animation would be 
that the fish model is rigid... but I've still to look into Chris 
Colefax mesh macros, as I seem to remember these allow mesh bending.

--
Jaime


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