![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Bill Pragnell escreveu:
> stbenge <THI### [at] hotmail com> wrote:
>> I might as well post something too. Just a sketch. Or a WIP, though I
>> might not finish it.
>
> Superb. As always, your sketch/wip looks like well-honed reality!
Indeed! It's like da Vinci sketches! XD
I hope Sam don't ever show us his Monalisa!
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Bill Pragnell wrote:
> stbenge <THI### [at] hotmail com> wrote:
>> I might as well post something too. Just a sketch. Or a WIP, though I
>> might not finish it.
>
> Superb. As always, your sketch/wip looks like well-honed reality! I don't know
> where you where going with this but it looks like it's in a pretty
> nicely-finished place already. Consider my gob well and truly smacked.
>
> :)
Thank you for the comments. I guess I consider it unfinished because I
had intended to complicate the ground with rocks or something. Plus,
there's this horizontal line at the bottom of the rock hill where it
meets the ground. I should have driven the height_field through the
plane somewhat instead of making it a perfect fit, because it didn't
turn out well with focal blur :(
Sam
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
nemesis wrote:
> Bill Pragnell escreveu:
>> stbenge <THI### [at] hotmail com> wrote:
>>> I might as well post something too. Just a sketch. Or a WIP, though I
>>> might not finish it.
>>
>> Superb. As always, your sketch/wip looks like well-honed reality!
>
> Indeed! It's like da Vinci sketches! XD
No, he was good at anatomy ;)
> I hope Sam don't ever show us his Monalisa!
Hopefully I haven't made one yet :)
Sam
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Thomas de Groot wrote:
> In fact, just a little item missing in the foreground, which the figure
> seems to be looking at. And maybe a bit more detail in the surface of the
> ground.
Yeah, that ground needs more work. Maybe I can get away with adding a
few pebbles and an object of interest. (my gf suggested a flower) I
might not have to re-render the whole thing, as I used compositing
techniques to speed up the focal blur+radiosity rendering.
> Your height_field is superb. Can tell? maybe, but those typical height_field
> thingies are used here very effectively to texture the outcrop.
It might help that I used the fastProx2 macro to darken the pits and
cracks...
> And I agree with Bill. Superb indeed.
Thanks!
Oh yeah, I forgot to mention in my original post that I had to use HDR
images instead of PNGs for the compositing. There was no other way!
Sam
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
stbenge <THI### [at] hotmail com> wrote:
> Thomas de Groot wrote:
> > In fact, just a little item missing in the foreground, which the figure
> > seems to be looking at. And maybe a bit more detail in the surface of the
> > ground.
>
> Yeah, that ground needs more work. Maybe I can get away with adding a
> few pebbles and an object of interest. (my gf suggested a flower) I
> might not have to re-render the whole thing, as I used compositing
> techniques to speed up the focal blur+radiosity rendering.
>
> > Your height_field is superb. Can tell? maybe, but those typical height_field
> > thingies are used here very effectively to texture the outcrop.
>
> It might help that I used the fastProx2 macro to darken the pits and
> cracks...
>
> > And I agree with Bill. Superb indeed.
>
> Thanks!
>
> Oh yeah, I forgot to mention in my original post that I had to use HDR
> images instead of PNGs for the compositing. There was no other way!
>
> Sam
Excellent image. I'd love to learn how you do all this--like: how did you make
that heightfield? Where can I find that fastProx2 macro? What kind of
compositing are you doing?
Thanks,
Kirk
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Kirk Andrews wrote:
> stbenge <THI### [at] hotmail com> wrote:
>> It might help that I used the fastProx2 macro to darken the pits and
>> cracks...
>
> Excellent image. I'd love to learn how you do all this--like: how did you make
> that heightfield?
Thanks Kirk. The height_field is really simple. It's just a pigment
function composed of two granite patterns stretched along the x & y
axes, using a pigment_map.
> Where can I find that fastProx2 macro?
I should warn you that it won't work with meshes and other objects you
can't make inside() tests with. Height_fields are okay. It's part of my
fastprox.inc file which also contains some SSS macros (these will work
with any object, and may be useful for obtaining directional proximity
patterns).
http://news.povray.org/povray.binaries.scene-files/thread/%3C489f4610%40news.povray.org%3E/
> What kind of
> compositing are you doing?
I use Rune's illusion.inc file which lets you place an image into a
scene based on the camera view. I do this with the beta version of POV,
because it supports the .hdr format. I will explain my method in more
detail later; I'm in a hurry!
Sam
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
stbenge wrote:
> Kirk Andrews wrote:
>> What kind of
>> compositing are you doing?
>
> I use Rune's illusion.inc file which lets you place an image into a
> scene based on the camera view. I do this with the beta version of POV,
> because it supports the .hdr format. I will explain my method in more
> detail later; I'm in a hurry!
Kirk, here's the link leading to Rune's illusion.inc file:
http://runevision.com/3d/include/
This is one of the most versatile include files I've ever used. I have
modified the code to work with HDR images, but I may need to contact
Rune for permission to post it.
The basic idea for compositing images in POV is to pre-render parts of
the scene and paste them back onto the objects for another render pass.
For instance, in this scene of the clay/stone guy I rendered the
height_field without anything in front of it first. I simply added
no_shadow to the stone character. Then I projected the HF render back
onto the HF, and rendered the character along with it. At this point I
had two renders, one of just the HF rocks, and another with the rocks
and character. I applied the HF render to the HF, and the
character+rocks render to the character. With both images applied their
respective objects, I then rendered the scene with high-sample focal
blur, which took a ridiculously *short* amount of time.
It's better to use HDR images for all this, which is why you may want
the modified illusion.inc code. It's also important to render the
backdrop first, and render the front objects in steps, so that you do
not end up with any strange outlines. You can get away with doing
partial renders. If you use this technique for reflecting or refracting
objects, be sure you are able to cope with possible inaccuracies. Also,
using this method for focal blur+grass or similar objects may be
exceedingly difficult. That is, unless you don't mind the horrible
artifacts.
I hope this helped. I *should* make a tutorial illustrating this method,
though I need to contact Rune before I do so.
Sam
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
stbenge <THI### [at] hotmail com> wrote:
> stbenge wrote:
> > Kirk Andrews wrote:
> >> What kind of
> >> compositing are you doing?
> >
> > I use Rune's illusion.inc file which lets you place an image into a
> > scene based on the camera view. I do this with the beta version of POV,
> > because it supports the .hdr format. I will explain my method in more
> > detail later; I'm in a hurry!
>
> Kirk, here's the link leading to Rune's illusion.inc file:
>
> http://runevision.com/3d/include/
>
> This is one of the most versatile include files I've ever used. I have
> modified the code to work with HDR images, but I may need to contact
> Rune for permission to post it.
>
> The basic idea for compositing images in POV is to pre-render parts of
> the scene and paste them back onto the objects for another render pass.
> For instance, in this scene of the clay/stone guy I rendered the
> height_field without anything in front of it first. I simply added
> no_shadow to the stone character. Then I projected the HF render back
> onto the HF, and rendered the character along with it. At this point I
> had two renders, one of just the HF rocks, and another with the rocks
> and character. I applied the HF render to the HF, and the
> character+rocks render to the character. With both images applied their
> respective objects, I then rendered the scene with high-sample focal
> blur, which took a ridiculously *short* amount of time.
>
> It's better to use HDR images for all this, which is why you may want
> the modified illusion.inc code. It's also important to render the
> backdrop first, and render the front objects in steps, so that you do
> not end up with any strange outlines. You can get away with doing
> partial renders. If you use this technique for reflecting or refracting
> objects, be sure you are able to cope with possible inaccuracies. Also,
> using this method for focal blur+grass or similar objects may be
> exceedingly difficult. That is, unless you don't mind the horrible
> artifacts.
>
> I hope this helped. I *should* make a tutorial illustrating this method,
> though I need to contact Rune before I do so.
>
> Sam
Thanks, Sam. If you ever do make a tutorial about it, I'd like to see it.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
An excellent job, relatively simple but effective.
I was thinking if you could put a media effect in left from the direction of the
light to enhance the effect of fog or dust around the figure, to simule a dusty
ambient, in the middle of a desert or old cave.
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
stbenge wrote:
> I then rendered the scene with high-sample focal
> blur, which took a ridiculously *short* amount of time.
The things we wouldn't have to do if computers were faster. Worth the
effort, though; The picture is beautiful. I think I'd crop it around the
figure and call it done. The joy of an all-stone image is that the
illusion is consistent throughout - you can get as creative with the
look as you like without having to worry about hot a plastic beach ball
might look in the universe you've created.
-Shay
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |