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On 26/04/2011 10:42 AM, Jim Holsenback wrote:
> On 04/26/2011 05:27 AM, Stephen wrote:
>> On 26/04/2011 8:26 AM, waggy wrote:
>>> Especially the stereotypically misogynist box canyon of female
>>> impersonators.
>>
>> Hmm!
>>
>
> lol ... I guess I'm not the only one trying to wrap my head around that one
Waggy has a point about the uncanny valley.
--
Regards
Stephen
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On 26/04/2011 10:36 AM, Jim Holsenback wrote:
>
> They only thing that stuck out to me was the size of the orb/sphere ...
> as long as I'd be able to find/play with that mesh by itself
> (scale/finish/transform) I'll leave the fine details up to you ...
I imported parts of the scene into B3D to get an idea of scale and
positioning. I'll leave the model at <0,0,0>, What handiness do you
want? (It can always be changed by scale -1 * x
> maybe the obj file might be better format
I got your second thoughts. No point in struggling with PoseRay if
you've not used it before.
--
Regards
Stephen
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On 04/26/2011 08:32 AM, Stephen wrote:
> On 26/04/2011 10:42 AM, Jim Holsenback wrote:
>> On 04/26/2011 05:27 AM, Stephen wrote:
>>> On 26/04/2011 8:26 AM, waggy wrote:
>>>> Especially the stereotypically misogynist box canyon of female
>>>> impersonators.
>>>
>>> Hmm!
>>>
>>
>> lol ... I guess I'm not the only one trying to wrap my head around
>> that one
>
> Waggy has a point about the uncanny valley.
>
Is was wondering if it would've been better if the character was a
lumber jack with the logo slung over his shoulder like an axe ;-)
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On 04/26/2011 08:30 AM, Stephen wrote:
> There are always lots of questions. Is she walking or still, In awe of
> the orb, looking at the camera etc.
> You would think that it would be easy to say "use your own judgement"
> but it's not. I might have her smoking a holy pipe or scratching her
> nose before she walks out into the square. OK I would not do that but
> the amount of translucency of her dress is open to question. I see her
> being dressed in pure white. (I'll need to change some image maps for that.
From the last shot I posted what I'm going for is the camera looking
through the orb/logo -> <0,0,0> (just the other side of the arch
support) ... At that angle the character's face isn't seen much, but
make her somewhere between amazed and awe struck looking at the object
... walking probably not ... I think that's okay fine as is. Costume,
white probably best for the env we're in, some translucency is good. I
see that it's playing with the light coming through the archway ... I
like that! Check out what Sam did for the leaves (backside diffuse) ...
Oh and long-ish hair preference.
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On 04/26/2011 08:22 AM, Stephen wrote:
> So you want the other model. (The first one is Vicki 4, that the mesh I
> posted. the second one, with the globe, is Jessi.) The clothes are
> different and are designed for each individual model. If it is Jessi
> that you want I'll upload the PoseRay generated Mesh and material files
> with image maps. I'll upload the clothes meshes separately so that they
> can be changed. Do you want the clothes to be affected by a wind/her
> walking and is so from what direction. Give me the story in your minds eye.
ha-ha .. OK yep 2nd model. I think my other follow up set the general
idea, but I'll add that maybe the orb (logo inside) maybe just logo I
want to be just floating above her hands. I'd like to try to get it to
cast some colored light back to her face ... maybe a touch of emission
or something to give it a little glow, or maybe something like you did a
while back with the torch and the Lucy figure.
>> and on 2nd thought maybe the obj->poseray->povray version would be better
>> for me ... I'd like to leave the artist aspects up to you
>
> That is the way Thomas does it. I import it into Bishop3D which uses its
> own version of the Mesh and Materials. I suspect that it is not as
> optimised as FlyerX's version.
I think you were just going with your comfort zone using bishop to see
how it looked in the scene ... I think we're past that so poseray with
object centered with y=0 at bottom of character gives me the best
flexibility, if I'm not making you jump through too many hoops ;-)
Cheers
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On 26/04/2011 12:46 PM, Jim Holsenback wrote:
> On 04/26/2011 08:32 AM, Stephen wrote:
>> On 26/04/2011 10:42 AM, Jim Holsenback wrote:
>>> On 04/26/2011 05:27 AM, Stephen wrote:
>>>> On 26/04/2011 8:26 AM, waggy wrote:
>>>>> Especially the stereotypically misogynist box canyon of female
>>>>> impersonators.
>>>>
>>>> Hmm!
>>>>
>>>
>>> lol ... I guess I'm not the only one trying to wrap my head around
>>> that one
>>
>> Waggy has a point about the uncanny valley.
>>
>
> Is was wondering if it would've been better if the character was a
> lumber jack with the logo slung over his shoulder like an axe ;-)
Ooo! A good idea but then we might be accused of misandry.
--
Regards
Stephen
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On 26/04/2011 1:04 PM, Jim Holsenback wrote:
> From the last shot I posted what I'm going for is the camera looking
> through the orb/logo -> <0,0,0> (just the other side of the arch
> support) ...
OK.
> At that angle the character's face isn't seen much, but
> make her somewhere between amazed and awe struck looking at the object
I'll see what I can do.
> ... walking probably not ... I think that's okay fine as is. Costume,
> white probably best for the env we're in, some translucency is good. I
> see that it's playing with the light coming through the archway ... I
> like that! Check out what Sam did for the leaves (backside diffuse) ...
Since I won't be working in B3D I should be able to do that but it is a
new feature for me.
> Oh and long-ish hair preference.
Now that could be problematic. Poser hair does not translate well into
PovRay. Ne need to find one of the older hair styles that are solid but
doesn't look as if the model is wearing a few pounds of plaster of Paris
on her head. And the hair is generally model specific. But I'll see what
I can do.
--
Regards
Stephen
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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4db68fd5@news.povray.org...
> We will see. Are you going to make a human figure?
Not sure yet. I wait for your model to develop. I think there should not be
too many humans.
By the way, if you are using Jessi, the Kosaburo hair will fit I think.
There is need though to work on the image maps.
Thomas
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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4db68eee@news.povray.org...
> Any chance of making them white doves?
Hmmm.... the easiest way is to replace the image_maps for the feathers by a
white/light grey texture. I shall give it a try tomorrow.
Thomas
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On 4/26/2011 7:57, Thomas de Groot wrote:
> Hmmm.... the easiest way is to replace the image_maps for the feathers by a
> white/light grey texture. I shall give it a try tomorrow.
Or take the textures that are there and desaturate and lighten them, perhaps.
--
Darren New, San Diego CA, USA (PST)
"Coding without comments is like
driving without turn signals."
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On 26/04/2011 3:55 PM, Thomas de Groot wrote:
> "Stephen"<mcavoys_at@aoldotcom> schreef in bericht
> news:4db68fd5@news.povray.org...
>> We will see. Are you going to make a human figure?
>
> Not sure yet. I wait for your model to develop. I think there should not be
> too many humans.
Fits in with the group. ;-)
> By the way, if you are using Jessi, the Kosaburo hair will fit I think.
> There is need though to work on the image maps.
>
Just found them. Thanks.
--
Regards
Stephen
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On 04/26/2011 11:57 AM, Thomas de Groot wrote:
> "Stephen"<mcavoys_at@aoldotcom> schreef in bericht
> news:4db68eee@news.povray.org...
>> Any chance of making them white doves?
>
> Hmmm.... the easiest way is to replace the image_maps for the feathers by a
> white/light grey texture. I shall give it a try tomorrow.
>
> Thomas
>
>
I'm already working on placement, so if possible leave geometry the same
... that way it'll be just .inc updates on my end.
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On 04/26/2011 11:34 AM, Stephen wrote:
>> ... walking probably not ... I think that's okay fine as is. Costume,
>> white probably best for the env we're in, some translucency is good. I
>> see that it's playing with the light coming through the archway ... I
>> like that! Check out what Sam did for the leaves (backside diffuse) ...
>
> Since I won't be working in B3D I should be able to do that but it is a
> new feature for me.
it's pretty easy ... just a 2nd diffuse attribute 3.5.3.3.1 Diffuse is
all you need to know. With the fern I did recently I just had to play
with filter a bit to get the light coming through like I wanted. From
the the current pose we should be able to pick up some light from the
light patches coming through the arches.
>> Oh and long-ish hair preference.
>
> Now that could be problematic. Poser hair does not translate well into
> PovRay.
didn't think of that
Jim
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Le 2011/04/26 04:15, Thomas de Groot a écrit :
> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> news:4db54a67$1@news.povray.org...
>> yep ... a pigeon or two sounds like a good idea!
>
> Always difficult to catch those rogues... ;-)
>
> The corresponding files can be found in p.t.s-f
>
> Thomas
>
>
>
The pigeon on the ground just feels wrong. You should not see the wings
that much, just hint at them.
The one in flight looks correct.
Alain
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On 26/04/2011 6:22 PM, Jim Holsenback wrote:
> On 04/26/2011 11:34 AM, Stephen wrote:
>>> ... walking probably not ... I think that's okay fine as is. Costume,
>>> white probably best for the env we're in, some translucency is good. I
>>> see that it's playing with the light coming through the archway ... I
>>> like that! Check out what Sam did for the leaves (backside diffuse) ...
>>
>> Since I won't be working in B3D I should be able to do that but it is a
>> new feature for me.
>
> it's pretty easy ... just a 2nd diffuse attribute 3.5.3.3.1 Diffuse is
> all you need to know. With the fern I did recently I just had to play
> with filter a bit to get the light coming through like I wanted. From
> the the current pose we should be able to pick up some light from the
> light patches coming through the arches.
>
WHAT!!! You want me to soil my lilywhite hands on software generated code?
Okay, I’ll see what I can do. ;-)
>>> Oh and long-ish hair preference.
>>
>> Now that could be problematic. Poser hair does not translate well into
>> PovRay.
>
> didn't think of that
>
It will be OK using Thomas's suggestion.
I'll post the second pass meshes tomorrow.
--
Regards
Stephen
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"Alain" <aze### [at] qwerty org> schreef in bericht
news:4db6ffeb$1@news.povray.org...
> The pigeon on the ground just feels wrong. You should not see the wings
> that much, just hint at them.
>
> The one in flight looks correct.
Yeah... I was feeling inconfortable with that too. This is a standard pose
from Poser. I shall see what I can do.
Thomas
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"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4db6fc15$1@news.povray.org...
>
> I'm already working on placement, so if possible leave geometry the same
> ... that way it'll be just .inc updates on my end.
Except maybe for Alain's suggestion about the wings.
Thomas
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"Darren New" <dne### [at] san rr com> schreef in bericht
news:4db6e59f$1@news.povray.org...
> Or take the textures that are there and desaturate and lighten them,
> perhaps.
Yes indeed. Would be better.
Thomas
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On 26/04/2011 1:28 PM, Jim Holsenback wrote:
> I think you were just going with your comfort zone using bishop to see
> how it looked in the scene ... I think we're past that so poseray with
> object centered with y=0 at bottom of character gives me the best
> flexibility, if I'm not making you jump through too many hoops ;-)
It’s not just a comfort zone. I can’t hold a scene in my head.
I’ve uploaded 4 meshes in p.b.misc including one for the orb placement.
I need to work on the Shirt material so I’ll update that as I work on
it. I’ve not added the second diffuse value. You can modify it in the
MAT file.
Move and scale the meshes as a group.
--
Regards
Stephen
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I have corrected as much as possible the wing positions of the white Pigeon.
Difficult. Poser has a lot of parameters, but folded wings are the most
difficult to get right. Imo, this is better, though.
adapted saturation/lightness to get the white robe and made/added a bump map
too.
Before uploading, what do you think? And you want also the flying pigeon to
be white I suppose? ;-)
Thomas
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Attachments:
Download 'PoserFiguretest.png' (426 KB)
Preview of image 'PoserFiguretest.png'

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... and corrected the bump size...
Thomas
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Attachments:
Download 'PoserFiguretest.png' (414 KB)
Preview of image 'PoserFiguretest.png'

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Le 27/04/2011 10:57, Thomas de Groot a écrit :
> ... and corrected the bump size...
>
> Thomas
>
>
I have an issue with the size of the gland on the beak of the dove (far
too big), as well as the colour of the beak (would need more orange/red).
Also the teint around the eye is more black/dark grey
(have a google search for "dove bird" ?)
--
Software is like dirt - it costs time and money to change it and move it
around.
Just because you can't see it, it doesn't weigh anything,
and you can't drill a hole in it and stick a rivet into it doesn't mean
it's free.
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On 27/04/2011 10:29 AM, Le_Forgeron wrote:
> I have an issue with the size of the gland on the beak of the dove (far
> too big), as well as the colour of the beak (would need more orange/red).
>
> Also the teint around the eye is more black/dark grey
>
But how much of the detail will be visible in the render?
You (Thomas that is) could spend days working on it just for them to
appear as small birds in the distance.
I like them.
--
Regards
Stephen
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On 04/27/2011 07:05 AM, Stephen wrote:
> On 27/04/2011 10:29 AM, Le_Forgeron wrote:
>> I have an issue with the size of the gland on the beak of the dove (far
>> too big), as well as the colour of the beak (would need more orange/red).
>>
>> Also the teint around the eye is more black/dark grey
>>
>
> But how much of the detail will be visible in the render?
> You (Thomas that is) could spend days working on it just for them to
> appear as small birds in the distance.
>
> I like them.
>
yep 2nd shot (better bump map) looks fine .... and yes the distance
makes the fine detail more trouble than we need for this scenario. oh
yeah both white ... thanks thomas
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On 04/27/2011 05:35 AM, Stephen wrote:
> On 26/04/2011 1:28 PM, Jim Holsenback wrote:
>> I think you were just going with your comfort zone using bishop to see
>> how it looked in the scene ... I think we're past that so poseray with
>> object centered with y=0 at bottom of character gives me the best
>> flexibility, if I'm not making you jump through too many hoops ;-)
>
> It’s not just a comfort zone. I can’t hold a scene in my head.
yeah ... know what you mean that's probably why I made the pigeon goof.
This scene is getting to be a bit of a juggling act.
>
> I’ve uploaded 4 meshes in p.b.misc including one for the orb placement.
> I need to work on the Shirt material so I’ll update that as I work on
> it. I’ve not added the second diffuse value. You can modify it in the
> MAT file.
>
> Move and scale the meshes as a group.
>
thank you :-)
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"Le_Forgeron" <lef### [at] free fr> schreef in bericht
news:4db7e213@news.povray.org...
> I have an issue with the size of the gland on the beak of the dove (far
> too big), as well as the colour of the beak (would need more orange/red).
>
> Also the teint around the eye is more black/dark grey
Poser figures come "as is". Only way to change the geometry would be by
post-processing in Silo or Wings3D, but that is more trouble than that it's
worth presently, considering the pigeons' size in the render. There is no
way to change the figures in Poser.
Thomas
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"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4db7fa63$1@news.povray.org...
> yep 2nd shot (better bump map) looks fine .... and yes the distance makes
> the fine detail more trouble than we need for this scenario. oh yeah both
> white ... thanks thomas
Okidoki! I shall finalize and upload them.
Thomas
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Problem now however, is that I cannot upload to the group due to the size of
the message (about 9 mb). The increase is due I believe to the addition of
normals to the geometry.
Jim, I can make a Big File transfer to you. Is that ok?
Thomas
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On 04/27/2011 09:18 AM, Thomas de Groot wrote:
> Problem now however, is that I cannot upload to the group due to the size of
> the message (about 9 mb). The increase is due I believe to the addition of
> normals to the geometry.
>
> Jim, I can make a Big File transfer to you. Is that ok?
>
> Thomas
>
>
yep
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On 26/04/2011 11:04 PM, Stephen wrote:
> WHAT!!! You want me to soil my lilywhite hands on software generated code?
>
> Okay, I’ll see what I can do. ;-)
One with a bit of wind, one without.
With is subdivided.
--
Regards
Stephen
Post a reply to this message
Attachments:
Download 'smca_ndi2a.jpg' (100 KB)
Download 'smca_ndi2b.jpg' (99 KB)
Preview of image 'smca_ndi2a.jpg'

Preview of image 'smca_ndi2b.jpg'

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Le 2011/04/27 04:49, Thomas de Groot a écrit :
> I have corrected as much as possible the wing positions of the white Pigeon.
> Difficult. Poser has a lot of parameters, but folded wings are the most
> difficult to get right. Imo, this is better, though.
>
> adapted saturation/lightness to get the white robe and made/added a bump map
> too.
>
> Before uploading, what do you think? And you want also the flying pigeon to
> be white I suppose? ;-)
>
> Thomas
>
>
Yes, the olded wings are MUCH beter now.
Alain
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Le 2011/04/27 02:58, Thomas de Groot a écrit :
> "Alain"<aze### [at] qwerty org> schreef in bericht
> news:4db6ffeb$1@news.povray.org...
>> The pigeon on the ground just feels wrong. You should not see the wings
>> that much, just hint at them.
>>
>> The one in flight looks correct.
>
> Yeah... I was feeling inconfortable with that too. This is a standard pose
> from Poser. I shall see what I can do.
>
> Thomas
>
>
It can pass, if the bird is some distance away, and not seen from the
front. It's quite possible that if seen from in profile, it may barely show.
Alain
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On 04/27/2011 03:03 PM, Stephen wrote:
> On 26/04/2011 11:04 PM, Stephen wrote:
>> WHAT!!! You want me to soil my lilywhite hands on software generated
>> code?
>>
>> Okay, I’ll see what I can do. ;-)
>
> One with a bit of wind, one without.
>
> With is subdivided.
>
Well no doubt the one with wind ... Did you use a light group on the
character? I'm still playing around with the version I sent you, but man
I kind of liking where you're headed with yours.
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Hi people
I would like to join the challenge. Is it necessary to have a short code at the
end of the day? Or is it only about the picture?
How about to make a complete new code, that may become extreme big? You could
have it online. And if needed, the people can download the code from the
povray-website.
Best rgds. from the outer Rim
Holger :)
Le_Forgeron <jgr### [at] free fr> wrote:
> See p.general : a challenge of sorts
>
> Recreating the image (provided scene is free of rights, update & change
> as you wants)
>
> There is room for improvements.
>
> comment the arealight's line for a very quicker render (but stronger
> shadows)
Post a reply to this message
Attachments:
Download '252171749.jpg' (124 KB)
Preview of image '252171749.jpg'

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"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4db81009$1@news.povray.org...
> yep
It's done, Jim. The files are under way to you.
Thomas
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On 04/28/2011 04:10 AM, Thomas de Groot wrote:
> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> news:4db81009$1@news.povray.org...
>> yep
>
> It's done, Jim. The files are under way to you.
>
> Thomas
>
>
thanks thomas ... got em
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How is the image progressing?
Thomas
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On 05/04/2011 05:40 AM, Thomas de Groot wrote:
> How is the image progressing?
>
> Thomas
>
>
In small steps ... I believe Stephen is still working on some minor
issues with the clothing on his character. I'm still tweaking on the
lighting and radiosity ... long time between renders now. RL issues are
proving more of a challenge right now (shop is open) ... stay tuned ;-)
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On 05/04/2011 05:40 AM, Thomas de Groot wrote:
> How is the image progressing?
>
> Thomas
>
>
I've had to abandon the notion of having the character up close to the
camera, and this version is the result of a typo, that sent me in
another direction. Now I have to come up with something different to
work the pov logo into the scene (it was in the orb the character is
holding) ... also thinking of getting rid of the stairs.
Jim
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Attachments:
Download 'ndi.png' (516 KB)
Preview of image 'ndi.png'

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Are there any plans to add that scene to the portfolio of POV-Ray sample
scenes? If so, then the Poser models are most likely a no-go due to
licensing issues. Definitely can't distribute the textures, and most
likely can't distribute meshes either, even in already posed form.
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On 09/05/2011 12:51 PM, clipka wrote:
> Are there any plans to add that scene to the portfolio of POV-Ray sample
> scenes? If so, then the Poser models are most likely a no-go due to
> licensing issues. Definitely can't distribute the textures, and most
> likely can't distribute meshes either, even in already posed form.
I don't know if Jim had intended to release the whole scene but I doubt
that the Poser model would be included as it and the textures are about
12 Megs in a zipped format.
I've just read the EULA and you are right, permission would be required
to make the meshes and texture maps available.
--
Regards
Stephen
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"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4dc7c98c@news.povray.org...
> I've had to abandon the notion of having the character up close to the
> camera, and this version is the result of a typo, that sent me in
> another direction. Now I have to come up with something different to
> work the pov logo into the scene (it was in the orb the character is
> holding) ... also thinking of getting rid of the stairs.
Not bad ;-)
I like the new positions of the figures. They achieve a better balance in
the overall perception of the scene. I understand your doubts about the
stairs. However, getting rid of them will leave the wall quite featureless.
You will need something to break the monotony, e.g. a gate to the outside or
to another courtyard. Is the fountain in the courtyard coming back? That
would influence what you intend to do with the wall.
Thomas
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On 05/10/2011 04:02 AM, Thomas de Groot wrote:
> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> news:4dc7c98c@news.povray.org...
>> I've had to abandon the notion of having the character up close to the
>> camera, and this version is the result of a typo, that sent me in
>> another direction. Now I have to come up with something different to
>> work the pov logo into the scene (it was in the orb the character is
>> holding) ... also thinking of getting rid of the stairs.
>
> Not bad ;-)
>
> I like the new positions of the figures. They achieve a better balance in
> the overall perception of the scene. I understand your doubts about the
> stairs. However, getting rid of them will leave the wall quite featureless.
> You will need something to break the monotony, e.g. a gate to the outside or
> to another courtyard. Is the fountain in the courtyard coming back? That
> would influence what you intend to do with the wall.
>
> Thomas
I think I like this set up a bit better ... I see tho that I need to do
some work on the ceiling in the background structure. The radiosity is
reaching a bit to far back into the room, it needs to be a bit darker to
make it appear deeper that it really is. The wall's look OK because it's
pigment is only 20% of the outside color, maybe a gradient on the
ceiling will get me where I want it to be. I also found a couple of
light leaks that were causing some hot spots.
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Attachments:
Download 'ndi.png' (556 KB)
Preview of image 'ndi.png'

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Le 17/05/2011 02:35, Jim Holsenback a écrit :
> maybe a gradient on the ceiling
What about a ceiling made of wood, floorboards, seen from under.
The load-bearing wall is the external one (and its parallel wall in
shadow). But the floors above the ground would logically not be made of
stone but of floorboards. Only the load-bearing parts need to be of
stone or beam.
A set of perpendicular beam ( perpendicular to the running wall/arches)
would support shorter floorboards which would be parallel to the wall.
--
Software is like dirt - it costs time and money to change it and move it
around.
Just because you can't see it, it doesn't weigh anything,
and you can't drill a hole in it and stick a rivet into it doesn't mean
it's free.
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"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4dd1c2da@news.povray.org...
> I think I like this set up a bit better ... I see tho that I need to do
> some work on the ceiling in the background structure. The radiosity is
> reaching a bit to far back into the room, it needs to be a bit darker to
> make it appear deeper that it really is. The wall's look OK because it's
> pigment is only 20% of the outside color, maybe a gradient on the
> ceiling will get me where I want it to be. I also found a couple of
> light leaks that were causing some hot spots.
>
>
Sorry to say this, but I feel a bit uneasy about this set up. It is too
symmetrical to my taste, every element repeating. The previous set up was
less monotonous as the walls were different frome ach other. I liked that
better and it generated some tension in the image, even with the blank wall
part where a few narrow windows would also have been possible I realise now.
As for the ceiling, Le Forgeron suggests an interesting solution. I would
suggest myself to build arches over the corridor,instead of main cross
beams.
Thomas
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On 05/17/2011 04:24 AM, Thomas de Groot wrote:
> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> news:4dd1c2da@news.povray.org...
>> I think I like this set up a bit better ... I see tho that I need to do
>> some work on the ceiling in the background structure. The radiosity is
>> reaching a bit to far back into the room, it needs to be a bit darker to
>> make it appear deeper that it really is. The wall's look OK because it's
>> pigment is only 20% of the outside color, maybe a gradient on the
>> ceiling will get me where I want it to be. I also found a couple of
>> light leaks that were causing some hot spots.
>>
>>
> Sorry to say this, but I feel a bit uneasy about this set up. It is too
> symmetrical to my taste, every element repeating. The previous set up was
> less monotonous as the walls were different frome ach other. I liked that
> better and it generated some tension in the image, even with the blank wall
> part where a few narrow windows would also have been possible I realise now.
>
> As for the ceiling, Le Forgeron suggests an interesting solution. I would
> suggest myself to build arches over the corridor,instead of main cross
> beams.
>
> Thomas
>
>
>
lol .. you know after i posted i started feeling the same way. the
repetition appeals to my ocd and i have to keep reminding myself not to
fall into that trap. i spent sometime exploring some arch images and i
think i get the drift of what you both were talking about ... thanks for
the nudge
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On 17/05/2011 1:35 AM, Jim Holsenback wrote:
>>
>
> I think I like this set up a bit better ... I see tho that I need to do
> some work on the ceiling in the background structure.
How about googling "Jacobean ceiling patterns" for some ideas.
And do you want another model?
--
Regards
Stephen
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On 05/17/2011 12:24 PM, Stephen wrote:
> On 17/05/2011 1:35 AM, Jim Holsenback wrote:
>>>
>>
>> I think I like this set up a bit better ... I see tho that I need to do
>> some work on the ceiling in the background structure.
>
> How about googling "Jacobean ceiling patterns" for some ideas.
ah ... I've seen a few of those in my travels, maybe I can find an image
to use for a normal map ;-)
>
> And do you want another model?
>
eventually ... but as you can see my progress on this project has slowed
to something less than that of a snail
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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4dd2931f$1@news.povray.org...
> How about googling "Jacobean ceiling patterns" for some ideas.
That would be nice indeed.
Thomas
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On 18/05/2011 10:46 AM, Jim Holsenback wrote:
> On 05/17/2011 12:24 PM, Stephen wrote:
>> On 17/05/2011 1:35 AM, Jim Holsenback wrote:
>>>>
>>>
>>> I think I like this set up a bit better ... I see tho that I need to do
>>> some work on the ceiling in the background structure.
>>
>> How about googling "Jacobean ceiling patterns" for some ideas.
>
> ah ... I've seen a few of those in my travels, maybe I can find an image
> to use for a normal map ;-)
>
I think an actual CSG would be better and give realistic shadows.
>>
>> And do you want another model?
>>
>
> eventually ... but as you can see my progress on this project has slowed
> to something less than that of a snail
Let me know if, when and what.
--
Regards
Stephen
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