POV-Ray : Newsgroups : povray.binaries.images : Persistence of Vision Server Time
1 Aug 2024 10:16:02 EDT (-0400)
  Persistence of Vision (Message 201 to 210 of 218)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 8 Messages >>>
From: posfan12
Subject: Re: Persistence of Vision
Date: 28 Jun 2011 11:56:59
Message: <4e09f9cb$1@news.povray.org>
On 6/28/2011 11:50 AM, posfan12 wrote:
> On 4/10/2011 8:38 AM, Le_Forgeron 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)
>
> The scene looks dated, IMO. Maybe we could come up with something new?
>

Oops, mail reader didn't catch up with the entire thread before I posted.

-- 
http://isometricland.com


Post a reply to this message

From: clipka
Subject: Re: Persistence of Vision
Date: 29 Jun 2011 22:43:02
Message: <4e0be2b6$1@news.povray.org>
Am 28.06.2011 16:33, schrieb Jim Holsenback:
> Before I decide if I want to develop this approach and further I figured
> I'd post to see what kind of reaction I get ;-)

Freakin' cool mood!

What's that bright thing in the lower right though? You didn't use 
diffuse on the reflecting plate, did you? That would be far from 
realistic for a polished surface.


Post a reply to this message

From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 05:13:01
Message: <4e0c3e1d@news.povray.org>
On 06/29/2011 11:42 PM, clipka wrote:
> Am 28.06.2011 16:33, schrieb Jim Holsenback:
>> Before I decide if I want to develop this approach and further I figured
>> I'd post to see what kind of reaction I get ;-)
>
> Freakin' cool mood!
>
> What's that bright thing in the lower right though? You didn't use
> diffuse on the reflecting plate, did you? That would be far from
> realistic for a polished surface.

the bright spot in lwr right is the light source reaching that far into 
the room, since it intercepts the reflecting plate just a little I might 
be able to transform the light source just a bit ... the texture on the 
slab is one of the copper definitions from metals.inc with a little 
emission in place of the ambient term


Post a reply to this message

From: clipka
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 09:36:58
Message: <4e0c7bfa$1@news.povray.org>
Am 30.06.2011 11:12, schrieb Jim Holsenback:

> the bright spot in lwr right is the light source reaching that far into
> the room, since it intercepts the reflecting plate just a little I might
> be able to transform the light source just a bit ... the texture on the
> slab is one of the copper definitions from metals.inc with a little
> emission in place of the ambient term

Emission? Don't!


Post a reply to this message

From: Alain
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 17:07:40
Message: <4e0ce59c$1@news.povray.org>

> On 06/29/2011 11:42 PM, clipka wrote:
>> Am 28.06.2011 16:33, schrieb Jim Holsenback:
>>> Before I decide if I want to develop this approach and further I figured
>>> I'd post to see what kind of reaction I get ;-)
>>
>> Freakin' cool mood!
>>
>> What's that bright thing in the lower right though? You didn't use
>> diffuse on the reflecting plate, did you? That would be far from
>> realistic for a polished surface.
>
> the bright spot in lwr right is the light source reaching that far into
> the room, since it intercepts the reflecting plate just a little I might
> be able to transform the light source just a bit ... the texture on the
> slab is one of the copper definitions from metals.inc with a little
> emission in place of the ambient term

Emission for a metallic texture? Yuch!
The ambient terms in those texture are hugly and dirty kludges to make 
them look acceptable when there is no environment.

Metals, unless hot enough, never emit any light, they reflect it.


Post a reply to this message

From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 17:12:33
Message: <4e0ce6c1@news.povray.org>
On 06/30/2011 06:07 PM, Alain wrote:

>> On 06/29/2011 11:42 PM, clipka wrote:
>>> Am 28.06.2011 16:33, schrieb Jim Holsenback:
>>>> Before I decide if I want to develop this approach and further I
>>>> figured
>>>> I'd post to see what kind of reaction I get ;-)
>>>
>>> Freakin' cool mood!
>>>
>>> What's that bright thing in the lower right though? You didn't use
>>> diffuse on the reflecting plate, did you? That would be far from
>>> realistic for a polished surface.
>>
>> the bright spot in lwr right is the light source reaching that far into
>> the room, since it intercepts the reflecting plate just a little I might
>> be able to transform the light source just a bit ... the texture on the
>> slab is one of the copper definitions from metals.inc with a little
>> emission in place of the ambient term
>
> Emission for a metallic texture? Yuch!
> The ambient terms in those texture are hugly and dirty kludges to make
> them look acceptable when there is no environment.
>
> Metals, unless hot enough, never emit any light, they reflect it.

LOL ... ok you guys, I get the message ;-) I must've been thinking of 
something else, I checked and I have both ambient/emission set to zero 
... although setting the ambient term is moot because radiosity 
effectively sets it to zero.


Post a reply to this message

From: clipka
Subject: Re: Persistence of Vision
Date: 6 Jul 2011 08:53:30
Message: <4e145aca$1@news.povray.org>
Am 30.06.2011 23:12, schrieb Jim Holsenback:

>> Metals, unless hot enough, never emit any light, they reflect it.
>
> LOL ... ok you guys, I get the message ;-) I must've been thinking of
> something else, I checked and I have both ambient/emission set to zero
> .... although setting the ambient term is moot because radiosity
> effectively sets it to zero.

Good boy ;-)


Post a reply to this message

From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 10 Jul 2011 10:43:32
Message: <4e19ba94@news.povray.org>
On 06/28/2011 12:50 PM, posfan12 wrote:
> On 4/10/2011 8:38 AM, Le_Forgeron 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)
>
> The scene looks dated, IMO. Maybe we could come up with something new?
>
How's this for a different approach ... I actually like this! It's just 
an intersection slice of the distribution logo repeated using an 
adaptation of the helix solution that Le_Forgeron posted a while ago.The 
text and "helix-logo" object are textured together so the text gets it's 
pigment from the depth position. The background uses Sam's OTO (Odd 
Tiles Object) macro. Comments appreciated.


Post a reply to this message


Attachments:
Download 'ndi.png' (728 KB)

Preview of image 'ndi.png'
ndi.png


 

From: Paolo Gibellini
Subject: Re: Persistence of Vision
Date: 11 Jul 2011 04:13:11
Message: <4e1ab097$1@news.povray.org>
>Jim Holsenback  on date 10/07/2011 16:43 wrote:
> How's this for a different approach ... I actually like this! It's just
> an intersection slice of the distribution logo repeated using an
> adaptation of the helix solution that Le_Forgeron posted a while ago.The
> text and "helix-logo" object are textured together so the text gets it's
> pigment from the depth position. The background uses Sam's OTO (Odd
> Tiles Object) macro. Comments appreciated.

I like both helix and colors, but the word "(P)ersistence" is difficult 
to read. Perhaps in another color wuold be better.
;-)
Paolo


Post a reply to this message

From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 12 Jul 2011 06:47:07
Message: <4e1c262b$1@news.povray.org>
On 07/11/2011 05:13 AM, Paolo Gibellini wrote:
>  >Jim Holsenback on date 10/07/2011 16:43 wrote:
>> How's this for a different approach ... I actually like this! It's just
>> an intersection slice of the distribution logo repeated using an
>> adaptation of the helix solution that Le_Forgeron posted a while ago.The
>> text and "helix-logo" object are textured together so the text gets it's
>> pigment from the depth position. The background uses Sam's OTO (Odd
>> Tiles Object) macro. Comments appreciated.
>
> I like both helix and colors, but the word "(P)ersistence" is difficult
> to read. Perhaps in another color wuold be better.
> ;-)
> Paolo
  well how about that! in the non area light version those letters cast 
a shadow on the object that helped with that ... i rendered the area 
light version without the preview and didn't notice that it (the area 
light) obliterated the shadow. guess my size parameters could use a 
tweak or two


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 8 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.