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From: Thomas de Groot
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 10:57:51
Message: <4db6dd6f$1@news.povray.org>
"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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From: Darren New
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 11:32:47
Message: <4db6e59f$1@news.povray.org>
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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From: Stephen
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 11:48:02
Message: <4db6e932$1@news.povray.org>
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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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 13:08:37
Message: <4db6fc15$1@news.povray.org>
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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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 13:22:27
Message: <4db6ff53$1@news.povray.org>
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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From: Alain
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 13:24:59
Message: <4db6ffeb$1@news.povray.org>

> "Jim Holsenback"<jho### [at] povrayorg>  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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From: Stephen
Subject: Re: Persistence of Vision
Date: 26 Apr 2011 18:04:05
Message: <4db74155$1@news.povray.org>
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?



>>> 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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From: Thomas de Groot
Subject: Re: Persistence of Vision
Date: 27 Apr 2011 02:58:37
Message: <4db7be9d$1@news.povray.org>
"Alain" <aze### [at] qwertyorg> 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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From: Thomas de Groot
Subject: Re: Persistence of Vision
Date: 27 Apr 2011 02:59:39
Message: <4db7bedb$1@news.povray.org>
"Jim Holsenback" <jho### [at] povrayorg> 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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From: Thomas de Groot
Subject: Re: Persistence of Vision
Date: 27 Apr 2011 03:00:18
Message: <4db7bf02$1@news.povray.org>
"Darren New" <dne### [at] sanrrcom> 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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