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Only small modifications.
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Attachments:
Download 'TheRoom.jpg' (158 KB)
Preview of image 'TheRoom.jpg'
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Warp <war### [at] tagpovrayorg> wrote:
> Only small modifications.
Is the squarish pattern intended, or are those artifacts?
In the latter case, what version of POV did you use?
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Warp <war### [at] tagpovrayorg> wrote:
> Only small modifications.
Oh, and btw, you should re-orient the wood texture. Usually, wood is cut such
that the longest axis of the resulting piece is "parallel to the tree", if you
know what I mean. You will only very rarely find pieces with the longest axis
perpendicular to the growth rings.
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clipka wrote:
> Warp <war### [at] tagpovrayorg> wrote:
>> Only small modifications.
>
> Is the squarish pattern intended, or are those artifacts?
I'm curious to know exact *what* on earth could produce such artifacts.
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Warp <war### [at] tagpovrayorg> wrote:
> clipka wrote:
> > Warp <war### [at] tagpovrayorg> wrote:
> >> Only small modifications.
> >
> > Is the squarish pattern intended, or are those artifacts?
>
> I'm curious to know exact *what* on earth could produce such artifacts.
Radiosity sample octree.
If they're really artifacts, that would be my best bet. 3.7.0.beta.29, for
instance, produced octree artifacts that could become as prominent as those
squares in your shot. Even beta.31 still has code that to my understanding
*might* cause such effects, but wasn't changed because it significantly
impacted performance, and as of now was never seen to actually produce any
visible patterns. So that's why I'm a bit worried.
So, *is* the pattern intended?
(I hope we're talking about the same thing. Of course I'm *not* refering to the
"structuring" of the walls; but there seems to be a square pattern in the
pigment.)
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clipka wrote:
> So, *is* the pattern intended?
http://povray.org/documentation/view/3.6.1/370/
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Warp <war### [at] tagpovrayorg> wrote:
> clipka wrote:
> > So, *is* the pattern intended?
>
> http://povray.org/documentation/view/3.6.1/370/
I take that for a "yes" ;)
At last I can go to bed, untroubled by nagging worries about the radiosity code.
Man, you scared me with that shot!
BTW: Looks crappy ;) (hence my worries whether it was intended or not)
Maybe it would work better if you managed to align it with the "denting" of the
walls.
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clipka wrote:
> Maybe it would work better if you managed to align it with the "denting" of the
> walls.
It detracts from the cleanness of the image, I think. One wants to think of
the walls going to infinity, yet there seems to be flaws rather than purity.
--
Darren New, San Diego CA, USA (PST)
My fortune cookie said, "You will soon be
unable to read this, even at arm's length."
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Darren New <dne### [at] sanrrcom> wrote:
> clipka wrote:
> > Maybe it would work better if you managed to align it with the "denting" of the
> > walls.
>
> It detracts from the cleanness of the image, I think. One wants to think of
> the walls going to infinity, yet there seems to be flaws rather than purity.
I kinda like it. It brings a subtle hint of chaos to an otherwise perfectly
ordered world. Perhaps those patterns are what the little guy is marveling at?
A cool variation could be to take a single one of those floor/wall tiles and
just lift and rotate it slightly, as though the room were 99% finished and
someone was just waiting for some more "glue".. one would then wonder how on
earth the builders might get in and out, while our little guy is stuck in
there.
- sooperFoX
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"clipka" <nomail@nomail> wrote:
> BTW: Looks crappy ;) (hence my worries whether it was intended or not)
I like it. It's a subtle way of breaking up what would otherwise be a
monotonous texture. The regularity of the cells doesn't seem out of place,
since the main object is a manequin.
I never figured them for artifacts; they seem too clean, especially on the
floor.
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