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From: Mr
Subject: Re: moai
Date: 2 Apr 2011 06:05:01
Message: <web.4d96f3a2dc06386ef04570e0@news.povray.org>
Also,
about the image, The plant adds a lot, wouldn't it be even nicer with more
backside diffuse (translucency) or even double_illuminate?

For the flower pot, temporarily switching media off and tweaking the brilliance
so that light bleeds a little deeper into shaded parts could make a quite
realistic terra cotta.

Is the downards light over the statue excluded from media? this looks a little
odd compared to the light entering the room which has a lot.


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From: Jim Holsenback
Subject: Re: moai
Date: 2 Apr 2011 09:23:49
Message: <4d972365$1@news.povray.org>
On 04/01/2011 06:10 PM, Trevor G Quayle wrote:
> If I can find some time in the next few days I will try to consider some wording
> for you if you don't come up with something in the meantime.

Take two:
http://wiki.povray.org/content/Documentation:Reference_Section_4.4#Light_Fading


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From: Jim Holsenback
Subject: Re: moai
Date: 2 Apr 2011 09:38:26
Message: <4d9726d2$1@news.povray.org>
On 04/02/2011 07:00 AM, Mr wrote:
> Also,
> about the image, The plant adds a lot, wouldn't it be even nicer with more
> backside diffuse (translucency) or even double_illuminate?
>
> For the flower pot, temporarily switching media off and tweaking the brilliance
> so that light bleeds a little deeper into shaded parts could make a quite
> realistic terra cotta.
>
> Is the downards light over the statue excluded from media? this looks a little
> odd compared to the light entering the room which has a lot.
>
>
All good points, that I'll try to work into the final version ... just 
wanted to get the docs squared away 1st ... business before pleasure right!


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From: clipka
Subject: Re: moai
Date: 5 Apr 2011 13:50:11
Message: <4d9b5653$1@news.povray.org>
Am 01.04.2011 13:34, schrieb Jim Holsenback:

> As far as fade_distance ... I'm still investigating but I think the
> nugget here is what Christoph said:
>
> "As I already mentioned, the key is not the fade_power, but the
> fade_distance. Sufficiently far away from the light source - relative to
> fade_distance (or, in other words, with sufficiently small fade_distance
> relative to the scene dimensions) - the formula gets arbitrarily close
> to 1/x2. "
>
> I've been using:
> #declare LightDist = vlength(LightPos);
>
> as my value for fade_distance, Which is WRONG ... I want a smaller value
> for that and up the intensity of the light source to compensate ...
> @Christoph: Did I get that right?

Yup. For area lights, I typically use half the area light's size as 
fade_distance; for point lights I pick some distance that might be a 
reasonable radius of the light source (e.g. radius of a light bulb).


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From: Jim Holsenback
Subject: Re: moai
Date: 5 Apr 2011 15:49:07
Message: <4d9b7233@news.povray.org>
On 03/28/2011 10:26 AM, Jim Holsenback wrote:
> This scene was fun ... The Moai came from the AIM Shape Repository, but
> it was of fairly low quality. When I first brought it into my scene you
> could visibly see the triangles, then I roughed him up a bit with a
> fairly aggressive agate pattern. The scattering media turned out cool as
> well.

Here's another version after playing around with the lighting and 
composition.

Jim


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From: Stephen
Subject: Re: moai
Date: 5 Apr 2011 16:12:58
Message: <4d9b77ca$1@news.povray.org>
On 05/04/2011 8:48 PM, Jim Holsenback wrote:

>
> Here's another version after playing around with the lighting and
> composition.
>

Getting better and better.
Maybe a little more "normal" in the floor reflection. Not too much though.

-- 
Regards
     Stephen


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