|
![](/i/fill.gif) |
461f6f3d@news.povray.org...
>I love the grass! Nice model of the lighthouse too.
I'm glad you enjoy :)
>For me the main problem is the colour of the lighting, and overall balance
>of colours in the scene. The colours on the building at the base of the
>lighthouse are a bit yellowy in the light, and green in the shadows. For
>that kind of sky I'd expect orangey-pink light and blue shadows. I've
>messed with it in photoshop (hope you don't mind) to try to show what I
>mean.
I don't mind at all. I agree my version is greenish in the shadows, I prefer
yours though coulds are pinky now :)
>
> What gamma setting did you use? It should be assumed_gamma 1, but this
> scene feels a bit CG which is often caused by the gamma.
Oh well it's Moray default 1.9! I never had a look at this setting
>
> And one final thought, the sky doesn't look bright enough. At the moment
> the clouds arent as bright as the white paint on the building, usually the
> sky would be brighter than anything else.
I didn't want to have neither burned whites nor dark paint, maybe I overdid
it
Thank you for your tips :-)
Marc
Post a reply to this message
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
On Fri, 13 Apr 2007 08:43:12 +0200, "Marc" <jac### [at] wanadoo fr> wrote:
>Here is a large sampling of French lighthouses
>http://www.phareland.com/ (scrolldown a bit)
Nice reference. Thanks!
>LOL I love these numerous "final" versions
Here's the latest "final" version, after 83 hours of render time.
I originally had the idea to have the view be from a ship, and include some of the
ship's deck,
railing, rigging, etc. in the view, but I grew tired of the image before I completed
it. Now, I
revisit it every now and then to play around, usually when I don't have anything else
I'd rather
work on.
I hope you like it!
Kyle
Post a reply to this message
Attachments:
Download 'LightHouse.jpg' (69 KB)
Preview of image 'LightHouse.jpg'
![LightHouse.jpg](/povray.binaries.images/attachment/%3C67c82394fc2lafo36jdol8loa6qriqrpd4%404ax.com%3E/LightHouse.jpg?preview=1)
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
67c82394fc2lafo36jdol8loa6qriqrpd4@4ax.com...
> Here's the latest "final" version, after 83 hours of render time.
>
> I originally had the idea to have the view be from a ship, and include
> some of the ship's deck,
> railing, rigging, etc. in the view, but I grew tired of the image before I
> completed it. Now, I
> revisit it every now and then to play around, usually when I don't have
> anything else I'd rather
> work on.
>
> I hope you like it!
Yes it's nice
Your rocks look like pillow lava, though, is it a granite pattern? Why not
wrinkles?
Marc
Post a reply to this message
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
On Wed, 18 Apr 2007 14:13:16 -0700, William Tracy <wtr### [at] calpoly edu> wrote:
>> Your rocks look like pillow lava, though, is it a granite pattern? Why not
>> wrinkles?
>
>Yeah, the rock looks funky... but I really like that water! :-)
Thanks!
Here's the code for the island and the water. The island could use some work. Maybe
I'll work on
it for my next "final" version.
>>> snip >>>
/******************** Ocean *********************/
#if ( draw_ocean = 1 )
isosurface {
function {
y
- (f_bozo(x,0,z)-0.5)*2
- (f_bozo(x/4,0,z/4)-0.5)
- (f_ridged_mf(x, 0, z, 0.9, 3, 6, 0.9, 10, 1)-0.5)*0.75
}
contained_by { box { <-10, 2, 0>, <10, -2, 100> } }
max_gradient /*6.5*/ 19.5
scale <100, 5, 100>
// pigment { rgb <0.2, 0.3, 0.5> }
#if ( fancy_water = 1 )
material {
texture {
pigment {
color rgbt 1
}
finish {
ambient 0
diffuse 0
#if (reflections = 1)
reflection {
0.0, 1.0
fresnel on
}
#end
conserve_energy
specular 0.4
roughness 0.003
}
}
interior {
ior 1.34
dispersion 1.01
fade_distance 1
fade_power 1003
fade_color rgb <0.97, 0.98, 0.99> /*<0.1113, 0.231, 0.2632>*3.5*/
}
}
#else
pigment { rgb 0.5 }
#end // fancy_water
}
#end // draw_ocean
/******************** Island *********************/
#if ( draw_island = 1 )
#declare f_p_LighthouseIsland =
function {
pigment {
average
pigment_map {
[1 wrinkles]
[1 granite]
}
}
}
#declare f_LighthouseIsland =
function {
f_sphere(x/2.5, select(y-1/4, y, (y-1/8)*2), z/2.5, 1/4)
- f_p_LighthouseIsland(x,y,z).gray/10
}
#declare t_Rock =
texture {
pigment {
granite
pigment_map {
[0.00 rgb 0.10]
[1.00 rgb 0.30]
}
scale 0.2
}
//finish { ambient 0 }
}
#declare p_Grass1 =
//AdjustPigmentGamma(
pigment {
image_map {
jpeg "heathsgrass.jpg"
interpolate 2
}
}
//, 2.2)
#declare p_Grass2 =
//AdjustPigmentGamma(
pigment {
image_map {
jpeg "dirt11.jpg"
interpolate 2
}
scale 0.01
}
//, 2.2)
#declare t_Grass =
texture {
pigment {
granite
pigment_map {
[0.00 p_Grass1]
[0.20 p_Grass1]
[0.80 p_Grass2]
[1.00 p_Grass2]
}
rotate x*90
}
//finish { ambient 0 }
}
#declare t_GrassRock =
texture {
slope { <-0.25, 1, 0> }
texture_map {
[0.60 t_Rock]
[1.00 t_Grass]
}
}
#declare t_Island =
texture {
gradient y
texture_map {
[0.00 t_Rock]
[0.02 t_Rock]
[0.05 t_GrassRock]
[1.00 t_GrassRock]
}
}
#declare o_LighthouseIsland =
isosurface {
function { f_LighthouseIsland(x,y,z) }
contained_by { box { <-0.8, -0.001, -0.8>, <0.8, 0.26, 0.8> } }
max_gradient 3
texture { t_Island }
scale 100
}
#end // draw_island
>>> snip >>>
Post a reply to this message
|
![](/i/fill.gif) |