POV-Ray : Newsgroups : povray.binaries.images : Rendering lull Server Time
6 Aug 2024 23:23:13 EDT (-0400)
  Rendering lull (Message 46 to 55 of 75)  
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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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From: Thomas de Groot
Subject: Re: Rendering lull (Triton)
Date: 17 Dec 2006 05:31:31
Message: <45851c83@news.povray.org>
...and a quicky with the state of the art of Triton. Showing the Hell<exp>3 
crack (without fire at the bottom). I still have to work on the scale and 
proportions of things concerning Triton. Neptune is finished for the time 
being.

Thomas


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From: Orchid XP v3
Subject: Re: Rendering lull
Date: 17 Dec 2006 07:10:43
Message: <458533c3$1@news.povray.org>
...is that a Commodore 64 with matching 5.2" disk drive??


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 17 Dec 2006 07:53:43
Message: <45853dd7@news.povray.org>
Orchid XP v3 wrote:
> ...is that a Commodore 64 with matching 5.2" disk drive??

Yes. My C128 is resting, it's 64's turn now :).

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


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From: jute
Subject: Re: Rendering lull
Date: 17 Dec 2006 10:45:01
Message: <web.458564718f139dc5f43b014e0@news.povray.org>
"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.

When I've found the time for POVing recently, it's usually had something
to with Christoph's POVAny-scripts (swell), however, I'm working on some
scenes/textures/techniques, like usually ... lessee if I manage to attach
several files.  First one is very basic ray tracing :)


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From: jute
Subject: Re: Rendering lull
Date: 17 Dec 2006 11:10:01
Message: <web.45856a648f139dc5f43b014e0@news.povray.org>
The land, the water and clouds too (i think) are actually
modified Tek's waves ... ;)


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