 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Le 2011/04/19 08:36, Jim Holsenback a écrit :
> On 04/19/2011 04:18 AM, Thomas de Groot wrote:
>> Just out of curiosity: a semi-colon after union{}...?
>>
>> Thomas
>>
>>
> closing out a declare?
Only needed when declaring a float or a vector.
Alain
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jim Holsenback <jho### [at] povray org> wrote:
> On 04/18/2011 04:45 PM, Jim Holsenback wrote:
> > Hey this is really starting to take shape!
>
> Here's what I've been able to do this morning.
Everything's looking really great; that new setup is awesome!
> I hate it when RL
> interferes with my raytracing ... I better get hot on my taxes!
Yeah, that was pretty much me yesterday...
> Updated files over in p.t.scene-files as well
Me too. I brightened the sunlight, changed the area_light settings and made the
floor into actual tiles. Attached is a sample of the new macro.
~Sam
Post a reply to this message
Attachments:
Download 'otob.jpg' (83 KB)
Preview of image 'otob.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/19/2011 02:20 PM, Robert McGregor wrote:
> Jim Holsenback<jho### [at] povray org> wrote:
>> I've broken out the logo centerpiece into it's own include file as I see
>> that as the next piece of the puzzle. Rob McGregor mentioned that he'd
>> like to get involved ... Rob I'm thinking blobs and looks like a
>> sculpture, as a 1st pass idea, but not locked into that notion.
>
> Sounds cool, I'll start working on the blob sculpture idea.
Great Rob ... looking forward to seeing what you come up with :-)
On another topic: camera view ... I've been trying out some other
angles. Everyone who's been playing along give this view at shot and see
what you think:
#declare CamPos = <-10,1.4,-23>;
#declare LookAt = <22.1,0,33.15>;
That means we're going to need some eye candy for inside, but I really
like this shot.
I haven't looked at Sam's latest yet but I didn't notice a "view"
mention in his summary, so I thought I'd toss that out there ... another
even idea. It would be easy enough to duplicate the current position one
level up to get a better look (down) at the tile work in the courtyard.
Anyway ... I really appreciate everyones help. I'm amazed how quickly
it's starting to take shape
Jim
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 4/19/2011 4:19 PM, Jim Holsenback wrote:
> On another topic: camera view ... I've been trying out some other
> angles. Everyone who's been playing along give this view at shot and see
> what you think:
>
> #declare CamPos = <-10,1.4,-23>;
> #declare LookAt = <22.1,0,33.15>;
>
> That means we're going to need some eye candy for inside, but I really
> like this shot.
I like that view. A /slight/ change in look_at might help balance things
out: #declare LookAt = <22.1, 3, 33.15>; That way the main arch isn't
being clipped strangely near the top, and the lower-right sun patch is
still in the picture.
The area_light settings I added might need to be fuzzier too, since it
would make everything look much bigger.
> I haven't looked at Sam's latest yet but I didn't notice a "view"
> mention in his summary, so I thought I'd toss that out there ... another
> even idea. It would be easy enough to duplicate the current position one
> level up to get a better look (down) at the tile work in the courtyard.
The tile work will definitely need to be expanded to accommodate
different views, but it should be easy to fix, and will only result in a
longer parse time.
I guess I should start making some potted plants now...
For a collaborative effort, it's really turning out nicely :)
~Sam
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Alain" <aze### [at] qwerty org> schreef in bericht
news:4dadf058@news.povray.org...
>
> Only needed when declaring a float or a vector.
Exactly. It seemed redundant to me.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jim, the new architecture is a big improvement indeed. Sam, those tiles look
great. Something I have been wanting to do for some time....
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/20/2011 04:00 AM, Thomas de Groot wrote:
> Jim, the new architecture is a big improvement indeed. Sam, those tiles look
> great. Something I have been wanting to do for some time....
>
> Thomas
>
>
Thanks Thomas ... I like how the arches ended up being not only
repeatable in the horizontal, but vertical direction as well ... the
only drawback is at the end of the line you have to 180 and add an extra
arch to close it off (but not always) if a wall is the end point.
Jim
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/19/2011 09:59 PM, stbenge wrote:
> On 4/19/2011 4:19 PM, Jim Holsenback wrote:
>> On another topic: camera view ... I've been trying out some other
>> angles. Everyone who's been playing along give this view at shot and see
>> what you think:
>>
>> #declare CamPos = <-10,1.4,-23>;
>> #declare LookAt = <22.1,0,33.15>;
>>
>> That means we're going to need some eye candy for inside, but I really
>> like this shot.
>
> I like that view. A /slight/ change in look_at might help balance things
> out: #declare LookAt = <22.1, 3, 33.15>; That way the main arch isn't
> being clipped strangely near the top, and the lower-right sun patch is
> still in the picture.
>
> The area_light settings I added might need to be fuzzier too, since it
> would make everything look much bigger.
Looked pretty close to me ...
how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
adaptive 3 jitter orient circular
(the 0.03 part) ... some ratio of FadeDist size?? I'm making some notes
for the write up
> I guess I should start making some potted plants now...
posted (p.t.scene-files) a clay pot and under dish ... I've been getting
some good mileage out of them ... maybe they'll be useful
> For a collaborative effort, it's really turning out nicely :)
>
no kidding ... I'm really enjoying this :-)
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
>Samuel Benge on date 19/04/2011 23:24 wrote:
> Jim Holsenback<jho### [at] povray org> wrote:
>> On 04/18/2011 04:45 PM, Jim Holsenback wrote:
>>> Hey this is really starting to take shape!
>>
>> Here's what I've been able to do this morning.
>
> Everything's looking really great; that new setup is awesome!
>
>> I hate it when RL
>> interferes with my raytracing ... I better get hot on my taxes!
>
> Yeah, that was pretty much me yesterday...
>
>> Updated files over in p.t.scene-files as well
>
> Me too. I brightened the sunlight, changed the area_light settings and made the
> floor into actual tiles. Attached is a sample of the new macro.
>
> ~Sam
Cool.
It'similar to my generator done for tc-rtc competition, but your code is
more elegant.
;-)
Paolo
Post a reply to this message
Attachments:
Download 'wall_version_2.jpg' (124 KB)
Download 'wall_version_1.jpg' (90 KB)
Preview of image 'wall_version_2.jpg'

Preview of image 'wall_version_1.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 4/20/2011 4:13 AM, Jim Holsenback wrote:
> On 04/19/2011 09:59 PM, stbenge wrote:
> > The area_light settings I added might need to be fuzzier too, since it
> > would make everything look much bigger.
>
> Looked pretty close to me ...
> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
> adaptive 3 jitter orient circular
>
> (the 0.03 part) ... some ratio of FadeDist size?? I'm making some notes
> for the write up
I just kept adjusting the value until it the size looked close, and of
course it had to work with LightDist, since it might change at some point.
> > I guess I should start making some potted plants now...
>
> posted (p.t.scene-files) a clay pot and under dish ... I've been getting
> some good mileage out of them ... maybe they'll be useful
OK. I might start off making only a basic bladed plant.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Paolo Gibellini <p.g### [at] gmail com> wrote:
> >Samuel Benge on date 19/04/2011 23:24 wrote:
> > Me too. I brightened the sunlight, changed the area_light settings and made the
> > floor into actual tiles. Attached is a sample of the new macro.
> >
> Cool.
> It'similar to my generator done for tc-rtc competition, but your code is
> more elegant.
> ;-)
> Paolo
Wow, I should check in over there more often. Great work! What are the technical
details of how it operates, if you don't mind my asking, Paolo?
It's one of those things I keep coming back to: how to make irregular bricks? A
very interesting, but difficult subject...
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 4/20/2011 12:00 AM, Thomas de Groot wrote:
> Jim, the new architecture is a big improvement indeed. Sam, those tiles look
> great. Something I have been wanting to do for some time....
Thanks, Thomas. I've been working to get more variation from them, and
the results are slightly better. I hope to eventually release an
official version of the combined pigment and object includes...
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Le 2011/04/20 07:13, Jim Holsenback a écrit :
> Looked pretty close to me ...
> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
> adaptive 3 jitter orient circular
>
Do you realise that adaptive 3 tries to start with a 9 by 9 aray?
adaptive 2 wants to start with a 5x5 aray.
You only get a gain for arays of at least 17x17, and should be beter
with 65x65 or 129x129...
That adaptive setting is like no adaptive at all. The bigest usefull
adaptive for a 5x5 aray is adaptive 1.
Alain
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/20/2011 02:57 PM, stbenge wrote:
> OK. I might start off making only a basic bladed plant.
LOL maybe it should be trees ... All the work I did today was mostly
cosmetic and not worth posting an update for ... I did try to develop a
transition from the 2nd level into the court yard and rejected one or
two things before deciding that it has to be a stairway from the
+z-direction wall to the ground level. I think it'll be more harmonious
with the angle and direction of the light ... I like the shadow play on
the level ups and on up the face of the adjacent structure, also what's
coming through the big arches at the mid-line ... so I'll be forging
ahead with the staircase idea.
This place is huge ... at the stated scale the inside crest of the big
arches are 50ft off the deck ... I think I hear an echo ;-)
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Samuel Benge" <stb### [at] hotmail com> schreef in bericht
news:web.4daf20da9fd34d3ee691a85d0@news.povray.org...
> Wow, I should check in over there more often. Great work! What are the
> technical
> details of how it operates, if you don't mind my asking, Paolo?
>
> It's one of those things I keep coming back to: how to make irregular
> bricks? A
> very interesting, but difficult subject...
I second those words from Sam!
Irregular bricks seem easy but are very tricky to do.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
>Samuel Benge on date 20/04/2011 20:07 wrote:
> Paolo Gibellini<p.g### [at] gmail com> wrote:
>>> Samuel Benge on date 19/04/2011 23:24 wrote:
>>> Me too. I brightened the sunlight, changed the area_light settings and made the
>>> floor into actual tiles. Attached is a sample of the new macro.
>>>
>
>> Cool.
>> It'similar to my generator done for tc-rtc competition, but your code is
>> more elegant.
>> ;-)
>> Paolo
>
> Wow, I should check in over there more often. Great work! What are the technical
> details of how it operates, if you don't mind my asking, Paolo?
>
> It's one of those things I keep coming back to: how to make irregular bricks? A
> very interesting, but difficult subject...
>
Thank you, Sam, but the bricks are simple isosurfaces.
The sources are in p.t.s.
;-)
Paolo
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 4/21/2011 2:34 AM, Paolo Gibellini wrote:
> >Samuel Benge on date 20/04/2011 20:07 wrote:
>> Paolo Gibellini<p.g### [at] gmail com> wrote:
>>>> Samuel Benge on date 19/04/2011 23:24 wrote:
>>>> Me too. I brightened the sunlight, changed the area_light settings
>>>> and made the
>>>> floor into actual tiles. Attached is a sample of the new macro.
>>>>
>>
>>> Cool.
>>> It'similar to my generator done for tc-rtc competition, but your code is
>>> more elegant.
>>> ;-)
>>> Paolo
>>
>> Wow, I should check in over there more often. Great work! What are the
>> technical
>> details of how it operates, if you don't mind my asking, Paolo?
>>
>> It's one of those things I keep coming back to: how to make irregular
>> bricks? A
>> very interesting, but difficult subject...
>>
> Thank you, Sam, but the bricks are simple isosurfaces.
> The sources are in p.t.s.
> ;-)
> Paolo
It was the actual solving I was wondering about :) I think I get the
gist of how you did it: it looks at array entries to find free space and
places blocks accordingly...
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 4/20/2011 11:25 AM, Alain wrote:
> Le 2011/04/20 07:13, Jim Holsenback a écrit :
>
>> Looked pretty close to me ...
>> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
>> adaptive 3 jitter orient circular
>>
>
> Do you realise that adaptive 3 tries to start with a 9 by 9 aray?
> adaptive 2 wants to start with a 5x5 aray.
> You only get a gain for arays of at least 17x17, and should be beter
> with 65x65 or 129x129...
>
> That adaptive setting is like no adaptive at all. The bigest usefull
> adaptive for a 5x5 aray is adaptive 1.
OK. I'm still somewhat confused, but I'll give all of your responses a
closer look.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jim Holsenback <jho### [at] povray org> wrote:
> On 04/20/2011 02:57 PM, stbenge wrote:
> > OK. I might start off making only a basic bladed plant.
>
> LOL maybe it should be trees ...
OK... trees are not my strong suit, but I did manage to come up with the
attached this morning. As you can see, the leaves are too dense near the center
and not numerous enough near the tops of the branches. But if the tree's total
contribution to the scene is miniscule, then it might not matter much.
The backside illumination and importance sampling are working well though.
Post a reply to this message
Attachments:
Download 'tree-1m_04s.jpg' (100 KB)
Preview of image 'tree-1m_04s.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Samuel Benge" <stb### [at] hotmail com> wrote:
> Jim Holsenback <jho### [at] povray org> wrote:
> > On 04/20/2011 02:57 PM, stbenge wrote:
> > > OK. I might start off making only a basic bladed plant.
> >
> > LOL maybe it should be trees ...
>
> OK... trees are not my strong suit, but I did manage to come up with the
> attached this morning. As you can see, the leaves are too dense near the center
> and not numerous enough near the tops of the branches. But if the tree's total
> contribution to the scene is miniscule, then it might not matter much.
>
> The backside illumination and importance sampling are working well though.
Here's the new update... they look more natural now. You just supply the macro
with two parameters and it will grow a tree out of the flower pot you provided.
The file is over at p.t.scene-files.
~Sam
Post a reply to this message
Attachments:
Download 'treetest-4m_10s.jpg' (138 KB)
Preview of image 'treetest-4m_10s.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/21/2011 05:29 PM, Samuel Benge wrote:
> "Samuel Benge"<stb### [at] hotmail com> wrote:
>> Jim Holsenback<jho### [at] povray org> wrote:
>>> On 04/20/2011 02:57 PM, stbenge wrote:
>>>> OK. I might start off making only a basic bladed plant.
>>>
>>> LOL maybe it should be trees ...
>>
>> OK... trees are not my strong suit, but I did manage to come up with the
>> attached this morning. As you can see, the leaves are too dense near the center
>> and not numerous enough near the tops of the branches. But if the tree's total
>> contribution to the scene is miniscule, then it might not matter much.
>>
>> The backside illumination and importance sampling are working well though.
>
> Here's the new update... they look more natural now. You just supply the macro
> with two parameters and it will grow a tree out of the flower pot you provided.
> The file is over at p.t.scene-files.
>
> ~Sam
Not too shabby! I on the other hand am still tinkering with the
staircase ... a lot of pieces that I've been transforming around in
different configurations, but nothing worth writing home about yet. I
think I'll give the trees a try maybe it's just the diversion I need ...
Cool!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jim Holsenback <jho### [at] povray org> wrote:
> On 04/21/2011 05:29 PM, Samuel Benge wrote:
> > "Samuel Benge"<stb### [at] hotmail com> wrote:
> >> Jim Holsenback<jho### [at] povray org> wrote:
> >>> On 04/20/2011 02:57 PM, stbenge wrote:
> >>>> OK. I might start off making only a basic bladed plant.
> >>>
> >>> LOL maybe it should be trees ...
> >>
> >> OK... trees are not my strong suit, but I did manage to come up with the
> >> attached this morning. As you can see, the leaves are too dense near the center
> >> and not numerous enough near the tops of the branches. But if the tree's total
> >> contribution to the scene is miniscule, then it might not matter much.
> >>
> >> The backside illumination and importance sampling are working well though.
> >
> > Here's the new update... they look more natural now. You just supply the macro
> > with two parameters and it will grow a tree out of the flower pot you provided.
> > The file is over at p.t.scene-files.
> >
> > ~Sam
> Not too shabby! I on the other hand am still tinkering with the
> staircase ... a lot of pieces that I've been transforming around in
> different configurations, but nothing worth writing home about yet. I
> think I'll give the trees a try maybe it's just the diversion I need ...
> Cool!
Thanks!
Here's a test involving hanging branches. Maybe the trees (shrubs) could be up
on pedestals?
~Sam
Post a reply to this message
Attachments:
Download 'shrub-5m_04s.jpg' (123 KB)
Preview of image 'shrub-5m_04s.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Samuel Benge" <stb### [at] hotmail com> wrote:
>
> Here's a test involving hanging branches. Maybe the trees (shrubs) could be up
> on pedestals?
>
I went ahead and dropped the new version (potted shrub) over to the usual place.
Same leaf, though it connects more closely to the branches now. The leaves
change color near the ends, though they could be a little bluer to help
distinguish the plant from the other trees.
It takes a bit long to parse (over 12 seconds on my machine), so it might need
some preview settings (a lower Seg value).
~Sam
Post a reply to this message
Attachments:
Download 'shrubtest-1019-5m_14s.jpg' (105 KB)
Preview of image 'shrubtest-1019-5m_14s.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Samuel Benge" <stb### [at] hotmail com> wrote:
> "Samuel Benge" <stb### [at] hotmail com> wrote:
> >
> > Here's a test involving hanging branches. Maybe the trees (shrubs) could be up
> > on pedestals?
> >
>
> I went ahead and dropped the new version (potted shrub) over to the usual place.
> Same leaf, though it connects more closely to the branches now. The leaves
> change color near the ends, though they could be a little bluer to help
> distinguish the plant from the other trees.
>
> It takes a bit long to parse (over 12 seconds on my machine), so it might need
> some preview settings (a lower Seg value).
Some pruned shrubs here. They might be a nicer option than the others, for a
courtyard anyway :) The spherical version parses fairly quickly. If you're
interested I'll get 'em ready... tomorrow... ;o
Post a reply to this message
Attachments:
Download 'shrubtest-pruned.jpg' (120 KB)
Preview of image 'shrubtest-pruned.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Fri, 22 Apr 2011 03:10:22 +0200, Samuel Benge <stb### [at] hotmail com>
wrote:
> "Samuel Benge" <stb### [at] hotmail com> wrote:
>>
>> Here's a test involving hanging branches. Maybe the trees (shrubs)
>> could be up
>> on pedestals?
>>
>
> I went ahead and dropped the new version (potted shrub) over to the
> usual place.
> Same leaf, though it connects more closely to the branches now. The
> leaves
> change color near the ends, though they could be a little bluer to help
> distinguish the plant from the other trees.
>
> It takes a bit long to parse (over 12 seconds on my machine), so it
> might need
> some preview settings (a lower Seg value).
>
> ~Sam
Wow!
I was struggling with TomTree and PovTree to get hanging branches and here
you just did it!
--
-Nekar Xenos-
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Thu, 21 Apr 2011 21:06:28 +0200, Samuel Benge <stb### [at] hotmail com>
wrote:
> OK... trees are not my strong suit,
LOL
--
-Nekar Xenos-
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> It was the actual solving I was wondering about :) I think I get the
> gist of how you did it: it looks at array entries to find free space and
> places blocks accordingly...
Sure, I first thought about how to build a wall, then I tried the
easiest way to do it ...
;-)
Paolo
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
>Samuel Benge on date 22/04/2011 07:21 wrote:
> "Samuel Benge"<stb### [at] hotmail com> wrote:
>> "Samuel Benge"<stb### [at] hotmail com> wrote:
>>>
>>> Here's a test involving hanging branches. Maybe the trees (shrubs) could be up
>>> on pedestals?
>>>
>>
>> I went ahead and dropped the new version (potted shrub) over to the usual place.
>> Same leaf, though it connects more closely to the branches now. The leaves
>> change color near the ends, though they could be a little bluer to help
>> distinguish the plant from the other trees.
>>
>> It takes a bit long to parse (over 12 seconds on my machine), so it might need
>> some preview settings (a lower Seg value).
>
> Some pruned shrubs here. They might be a nicer option than the others, for a
> courtyard anyway :) The spherical version parses fairly quickly. If you're
> interested I'll get 'em ready... tomorrow... ;o
They are both beautiful!
Paolo
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Nekar Xenos" <nek### [at] gmail com> schreef in bericht
news:op.vubq4n1bufxv4h@xena...
> Wow!
>
> I was struggling with TomTree and PovTree to get hanging branches and here
> you just did it!
Yeah... me too... Here you see the really talented ones at work.
Fascinating!
I shall be studying carefully the code. There is so much to learn from those
guys :-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/22/2011 02:38 AM, Nekar Xenos wrote:
> On Thu, 21 Apr 2011 21:06:28 +0200, Samuel Benge <stb### [at] hotmail com>
> wrote:
>
>
>> OK... trees are not my strong suit,
>
> LOL
>
>
No kidding ... Sam I've said it before, you're a wizard. I /really/ like
the pruned versions. I'm going to go ahead and use the latest tree
growing macro and start on placing a few trees in the scene. I resolved
the staircase issue (I was over complicating things) and I've been
working some on refining the camera pose.
I've updated two files ... the main scene file and the buildings file
that pickups up the staircase (low detail because of the distance from
camera) and some other minor changes ... the level ups in the courtyard
are gone inside wall is now at 47.8 and the courtyard tile pattern was
expanded to fit the slight gain in space.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/22/2011 02:21 AM, Samuel Benge wrote:
> "Samuel Benge"<stb### [at] hotmail com> wrote:
>> "Samuel Benge"<stb### [at] hotmail com> wrote:
>>>
>>> Here's a test involving hanging branches. Maybe the trees (shrubs) could be up
>>> on pedestals?
>>>
>>
>> I went ahead and dropped the new version (potted shrub) over to the usual place.
>> Same leaf, though it connects more closely to the branches now. The leaves
>> change color near the ends, though they could be a little bluer to help
>> distinguish the plant from the other trees.
>>
>> It takes a bit long to parse (over 12 seconds on my machine), so it might need
>> some preview settings (a lower Seg value).
>
> Some pruned shrubs here. They might be a nicer option than the others, for a
> courtyard anyway :) The spherical version parses fairly quickly. If you're
> interested I'll get 'em ready... tomorrow... ;o
I hope the "pruned" version is as plug and play as 1st go round ... in
front of the big arches these were added at scale 0.5 the background
ones at 0.95 and 0.75 I do see some positioning (rotate y) opportunities
and I only did rough collision checking for now ... maybe pruned will
give me a hand by making the object zone a little more predictable.
Right now doing OK placing them just with knowledge of the geometry.
I'm starting to wonder if we should be showing the center piece inside.
If we do that maybe there should be a stage left hole punched into the
wall (out of cam view) to let some environment in to help radiosity.
You can also see a bit more of the sky in this shot ... hdr map?
Post a reply to this message
Attachments:
Download 'ndi.png' (729 KB)
Preview of image 'ndi.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jim Holsenback <jho### [at] povray org> wrote:
> You can also see a bit more of the sky in this shot ... hdr map?
A sphere with a small blurry HDR map (with the no_image flag) would be good for
lighting.
I just uploaded a small change to the sky_sphere colors and added a media cloud
for some eye candy. Toggle on or off with the Render_Cloud switch.
-------------------------------------------------
www.McGregorFineArt.com
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Just something you should be aware of: the texture of the arches repeats
itself. You should add a bit of randomness.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> schreef in bericht
news:4db27acb$1@news.povray.org...
> Just something you should be aware of: the texture of the arches repeats
> itself. You should add a bit of randomness.
I have uploaded in p.t.s-f an updated version of ndi_buildings.inc which
corrects this. In addition, it makes the wall texture consistent over the
whole building. Formerly, the texture was scaled down along with the smaller
arches, which it should not of course.
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/23/2011 04:34 AM, Thomas de Groot wrote:
> "Thomas de Groot"<tDOTdegroot@interDOTnlANOTHERDOTnet> schreef in bericht
> news:4db27acb$1@news.povray.org...
>> Just something you should be aware of: the texture of the arches repeats
>> itself. You should add a bit of randomness.
>
> I have uploaded in p.t.s-f an updated version of ndi_buildings.inc which
> corrects this. In addition, it makes the wall texture consistent over the
> whole building. Formerly, the texture was scaled down along with the smaller
> arches, which it should not of course.
>
> Thomas
>
>
Hey thanks for doing this ... was on my to do list so this will
certainly be helpful. Perhaps later on this evening I can have something
for everyone to look at ... I'm almost settled on the tree/shrub
placement, and I've got Rob's cloud worked in ... I'll also pick up your
changes/additions.
I think we are getting close but seem to be neglecting the left side of
the scene. I'm wondering if a character close to the camera position
walking towards the courtyard is all it needs to add some balance to
that side of the scene ... Thomas you've done some terrific character
work in the past so what do you think about the idea ... and maybe
making a contribution to the scene?
Jim
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/23/2011 09:23 AM, Jim Holsenback wrote:
> so what do you think about the idea ... and maybe
> making a contribution to the scene?
>
> Jim
character idea/request not necessarily pointed exclusively at Thomas ...
I happen to have it on good authority that someone recently got a Poser
upgrade ... LOL no hints there ;-)
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 23/04/2011 2:19 PM, Jim Holsenback wrote:
> character idea/request not necessarily pointed exclusively at Thomas ...
> I happen to have it on good authority that someone recently got a Poser
> upgrade ... LOL no hints there ;-)
Hint taken.
I'll see what I can do.
--
Regards
Stephen
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
I've not had much time to POV the last several days but here's an ornate stone
bench I came up with today that can be placed here and there... the seat
ornaments and ornate front bench "legs" are bevelled text objects using the
wingdings2 font.
-------------------------------------------------
www.McGregorFineArt.com
Post a reply to this message
Attachments:
Download 'benchtest.png' (709 KB)
Preview of image 'benchtest.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
....and, bench source posted in p.t.s-f
:)
-------------------------------------------------
www.McGregorFineArt.com
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Robert McGregor" <rob### [at] mcgregorfineart com> wrote:
> I've not had much time to POV the last several days but here's an ornate stone
> bench I came up with today that can be placed here and there... the seat
> ornaments and ornate front bench "legs" are bevelled text objects using the
> wingdings2 font.
Great usage Robert, it looks nice!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/23/2011 04:30 PM, Robert McGregor wrote:
> I've not had much time to POV the last several days but here's an ornate stone
> bench I came up with today that can be placed here and there... the seat
> ornaments and ornate front bench "legs" are bevelled text objects using the
> wingdings2 font.
Very nice Rob ... Right away I see a couple places for it ... I know for
sure some or most detail will be lost pushing it out by the trees in
front of the staircase ... but I also see a place perhaps 90 degrees
from the shrubs inside at each (or some) of the big arch pillars. Yes
indeed ... very nice!
In this go round I was able to get the shrub tree placement done. I also
got Thomas' changes in and found one more place so I added the staircase
to the 1st level and textured it as one unit ... big difference with the
over-all appearance. I did some minor scaling with the flower pot and
under-dish ... and lastly some minor cosmetic changes in the main scene
file and in the buildings file.
I'll post those changes shortly
Jim
Post a reply to this message
Attachments:
Download 'ndi.png' (683 KB)
Preview of image 'ndi.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4db2c4b3$1@news.povray.org...
> I think we are getting close but seem to be neglecting the left side of
> the scene. I'm wondering if a character close to the camera position
> walking towards the courtyard is all it needs to add some balance to that
> side of the scene ... Thomas you've done some terrific character work in
> the past so what do you think about the idea ... and maybe making a
> contribution to the scene?
I think that a small lizard in the middle foreground would make things
interesting. I shall dig into my animal zoo. Maybe another Poser figure in
the shadows... I shall have a try at this; you will be able to choose
between me and Stephen ;-)
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 04/24/2011 04:05 AM, Thomas de Groot wrote:
> "Jim Holsenback"<jho### [at] povray org> schreef in bericht
> news:4db2c4b3$1@news.povray.org...
>> I think we are getting close but seem to be neglecting the left side of
>> the scene. I'm wondering if a character close to the camera position
>> walking towards the courtyard is all it needs to add some balance to that
>> side of the scene ... Thomas you've done some terrific character work in
>> the past so what do you think about the idea ... and maybe making a
>> contribution to the scene?
>
> I think that a small lizard in the middle foreground would make things
> interesting. I shall dig into my animal zoo. Maybe another Poser figure in
> the shadows... I shall have a try at this; you will be able to choose
> between me and Stephen ;-)
>
> Thomas
>
>
Oh cool ... when I mentioned character I forgot to say "not necessarily"
a human character ... good idea Thomas!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Jim Holsenback" <jho### [at] povray org> schreef in bericht
news:4db3f6a0$1@news.povray.org...
> Oh cool ... when I mentioned character I forgot to say "not necessarily" a
> human character ... good idea Thomas!
I uploaded the necessary files to p.t.s-f.
Usage:
#include "Frilled_lizard_POV_geom.inc"
#declare Lizard=
object {Frilled_lizard_
scale myscale
rotate myrotate*y
translate mytranslate
}
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Aargh.... forgot an image!
Thomas
Post a reply to this message
Attachments:
Download 'PoserFiguretest.png' (391 KB)
Preview of image 'PoserFiguretest.png'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 24/04/2011 8:05 AM, Thomas de Groot wrote:
> I shall have a try at this; you will be able to choose
> between me and Stephen;-)
>
Always wanting a competition to win ;-)
--
Regards
Stephen
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 24/04/2011 12:12 PM, Thomas de Groot wrote:
> Aargh.... forgot an image!
>
That is good, Thomas. I think we need a few.
--
Regards
Stephen
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4db42065$1@news.povray.org...
> That is good, Thomas. I think we need a few.
I can make a few with different poses...
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 24/04/2011 4:01 PM, Thomas de Groot wrote:
> "Stephen"<mcavoys_at@aoldotcom> schreef in bericht
> news:4db42065$1@news.povray.org...
>> That is good, Thomas. I think we need a few.
>
> I can make a few with different poses...
>
Yes, to scatter around.
--
Regards
Stephen
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I uploaded the necessary files to p.t.s-f.
>
> Usage:
> #include "Frilled_lizard_POV_geom.inc"
> #declare Lizard=
> object {Frilled_lizard_
> scale myscale
> rotate myrotate*y
> translate mytranslate
> }
Very cool lizard Thomas! Hmmm, subsurface feature?
-------------------------------------------------
www.McGregorFineArt.com
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |