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Here's an updated bench - I turned the legs around, fixed a couple of
transformations and made the (useless) merge a union instead.
Source at p.t.s-f
-------------------------------------------------
www.McGregorFineArt.com
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Attachments:
Download 'benchtest.png' (711 KB)
Preview of image 'benchtest.png'

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Le 24/04/2011 18:01, Robert McGregor nous fit lire :
> Here's an updated bench - I turned the legs around, fixed a couple of
> transformations and made the (useless) merge a union instead.
>
You might want to increase some parameters of the bevelled_text, as some
bits (at the bottom of V-like parts) are not smooth yet.
(or reduce the angle of bevell)
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On 04/24/2011 08:09 AM, Thomas de Groot wrote:
> "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.
I was able to get caught up with all the latest additions and thought I
post a look at what I've got so far.
All my changes were in the main and buildings files (updates posted)
here's a summary:
I changed the court yard tile scaling for the tile size (not the area it
covers) and the thickness of the tile a well. I also discovered that one
the tori used to round the arch edges was missing ... LOL that was easy
to fix as I figured Sam wasn't prone to mistakes like that ... I went
right to the problem (something I'd done). I also worked on the camera
pose a bit and have changed it now so that you can rotate through the
scene without fear of a transporter accident (ending up inside an
object) ... there are a /lot/ of views in this scene now, some will show
where the architecture is missing because it just wasn't in the view
...so if anyone comes up with a view the think shows some promise ...
shout! The current camera setting shows the shot I'm favoring at the
moment. I think with the addition of objects has changed the radiosity
tuning. If someone wants to have a go at firming that up that would be
great ... I'm anxious to see what character additions that you guys will
come up with, but I think we're getting close!
Post a reply to this message
Attachments:
Download 'ndi.png' (759 KB)
Preview of image 'ndi.png'

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Jim Holsenback <jho### [at] povray org> wrote:
> On 04/24/2011 08:09 AM, Thomas de Groot wrote:
> > "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.
>
> I was able to get caught up with all the latest additions and thought I
> post a look at what I've got so far.
>
> All my changes were in the main and buildings files (updates posted)
> here's a summary:
>
> I changed the court yard tile scaling for the tile size (not the area it
> covers) and the thickness of the tile a well. I also discovered that one
> the tori used to round the arch edges was missing ... LOL that was easy
> to fix as I figured Sam wasn't prone to mistakes like that ...
Yeah, right... :D
It's looking great, Jim! The light_source might need some brightening. I usually
like to have a full range of values in a scene, from near black to almost pure
white, if possible.
I'm curious, whatever happened to the POV-Ray text?
~Sam
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Very good!
I like the lizard at the edge of the scene. What about a couple of pigeons
(one landing) in the court yard? I can provide that.
I think maybe one human figure is needed, but in the distance, imo in the
first arch of the second tier...
Thomas
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"Robert McGregor" <rob### [at] mcgregorfineart com> schreef in bericht
news:web.4db445be9fd34d3e94d713cc0@news.povray.org...
> Very cool lizard Thomas! Hmmm, subsurface feature?
Thanks Robert. No subsurface here. I believe lizard skin does not really
need it. It is not transparent like human skin.
Thomas
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On 25/04/2011 8:28 AM, Thomas de Groot wrote:
> I think maybe one human figure is needed, but in the distance, imo in the
> first arch of the second tier...
I think that, that position it would be hardly noticeable. Too small and
too dark. I was having trouble putting this model in the shade due to
using radiosity and no ambient. But then maybe subtlety is the way to go.
--
Regards
Stephen
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Attachments:
Download 'ndi.jpg' (86 KB)
Preview of image 'ndi.jpg'

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On 04/25/2011 02:58 AM, Samuel Benge wrote:
> Jim Holsenback<jho### [at] povray org> wrote:
>> On 04/24/2011 08:09 AM, Thomas de Groot wrote:
>>> "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.
>>
>> I was able to get caught up with all the latest additions and thought I
>> post a look at what I've got so far.
>>
>> All my changes were in the main and buildings files (updates posted)
>> here's a summary:
>>
>> I changed the court yard tile scaling for the tile size (not the area it
>> covers) and the thickness of the tile a well. I also discovered that one
>> the tori used to round the arch edges was missing ... LOL that was easy
>> to fix as I figured Sam wasn't prone to mistakes like that ...
>
> Yeah, right... :D
>
> It's looking great, Jim! The light_source might need some brightening. I usually
> like to have a full range of values in a scene, from near black to almost pure
> white, if possible.
the radiosity is doing a fairly decent job pulling in the darker areas,
so I'm thinking one light source may be enough ... wonder if Trevor has
been following this thread. He's tops in lighting so maybe he can offer
an opinion about what our next lighting move might be.
>
> I'm curious, whatever happened to the POV-Ray text?
>
just commented out for now
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On 04/25/2011 04:28 AM, Thomas de Groot wrote:
> Very good!
>
> I like the lizard at the edge of the scene. What about a couple of pigeons
> (one landing) in the court yard? I can provide that.
yep ... a pigeon or two sounds like a good idea!
>
> I think maybe one human figure is needed, but in the distance, imo in the
> first arch of the second tier...
I was thinking one or two figures walking in the area just behind the
upper staircase landing (+zdir wall with figures going in <- xdir ->)...
and maybe someone on the stairs
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On 04/25/2011 06:37 AM, Stephen wrote:
> On 25/04/2011 8:28 AM, Thomas de Groot wrote:
>> I think maybe one human figure is needed, but in the distance, imo in the
>> first arch of the second tier...
>
> I think that, that position it would be hardly noticeable. Too small and
> too dark. I was having trouble putting this model in the shade due to
> using radiosity and no ambient. But then maybe subtlety is the way to go.
>
Not too bad there Stephen ... fairly close to what I'd imagined. I
thought the figure fairly close to the camera (as if the view was that
of the character) ... arms out either holding an orb of sorts (logo
encased in the orb) or reaching towards the courtyard with the
appearance of holding or reaching for the logo/sculpture that Rob is
working on.
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On 25/04/2011 11:28 AM, Jim Holsenback wrote:
> On 04/25/2011 06:37 AM, Stephen wrote:
>> On 25/04/2011 8:28 AM, Thomas de Groot wrote:
>>> I think maybe one human figure is needed, but in the distance, imo in
>>> the
>>> first arch of the second tier...
>>
>> I think that, that position it would be hardly noticeable. Too small and
>> too dark. I was having trouble putting this model in the shade due to
>> using radiosity and no ambient. But then maybe subtlety is the way to go.
>>
>
> Not too bad there Stephen ... fairly close to what I'd imagined.
It is only a first pass to get an idea.
> I thought the figure fairly close to the camera (as if the view was that
> of the character) ...
The problem with that is that the camera is in the shadow and little
radiosity light gets to the model. So this image has 3 fill lights
(including a back light to show the translucence of the dress, which
doesn't work). You can see the the shadows are too deep and mesh
artefacts show up. I can subdivide the dress but, later.
> arms out either holding an orb of sorts (logo
> encased in the orb) or reaching towards the courtyard with the
> appearance of holding or reaching for the logo/sculpture that Rob is
> working on.
I would need the rough dimensions of the orb to get the hands right and
the apparent weight to gauge how far back she was leaning to balance it.
Collaborations are not easy.
When I can get all the image files together I'll post the include file
for you and others to play with.
--
Regards
Stephen
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Attachments:
Download 'ndi_1.jpg' (104 KB)
Preview of image 'ndi_1.jpg'

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On 25/04/2011 11:54 AM, Stephen wrote:
> So this image has 3 fill lights
In a light group.
--
Regards
Stephen
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Jim Holsenback <jho### [at] povray org> wrote:
> On 04/25/2011 02:58 AM, Samuel Benge wrote:
> > It's looking great, Jim! The light_source might need some brightening. I usually
> > like to have a full range of values in a scene, from near black to almost pure
> > white, if possible.
>
> the radiosity is doing a fairly decent job pulling in the darker areas,
> so I'm thinking one light source may be enough ... wonder if Trevor has
> been following this thread. He's tops in lighting so maybe he can offer
> an opinion about what our next lighting move might be.
I wasn't suggesting more light_sources, just increasing the intensity of the
sunlight a bit. But with that new female character holding the povlogo, the
light level will look alright :)
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On 25/04/2011 7:51 PM, Samuel Benge wrote:
> But with that new female character holding the povlogo
I've uploaded it to p.b.Misc (5 Meg)
New model with Orb if wanted.
--
Regards
Stephen
Post a reply to this message
Attachments:
Download 'ndi_1a.jpg' (118 KB)
Preview of image 'ndi_1a.jpg'

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On 04/25/2011 04:29 PM, Stephen wrote:
> On 25/04/2011 7:51 PM, Samuel Benge wrote:
>> But with that new female character holding the povlogo
>
> I've uploaded it to p.b.Misc (5 Meg)
> New model with Orb if wanted.
>
>
Awesome mate! I can't wait to fit this into the scene. I've made some
strides with the lighting and radiosity ... LOL I just /might/ be able
to dial that in myself ;-) ... I just finished what looks like the last
of the positional fine tuning, but I looks like I'm in for some long
render times from now, so hang tough and I'll do my best.
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It seems that soon will be required the presence of the Divine checkered plane.
No seriously, how about an ivy on the back wall? Thomas Luft developed a
wonderful tool for this task at his site:
http://graphics.uni-konstanz.de/~luft/ivy_generator/
Greetings
B. Gimeno
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"Stephen" <mcavoys_at@aoldotcom> schreef in bericht
news:4db540ce@news.povray.org...
> I think that, that position it would be hardly noticeable. Too small and
> too dark. I was having trouble putting this model in the shade due to
> using radiosity and no ambient. But then maybe subtlety is the way to go.
Yes, I think you are right. The scale of the architecture fools my eyes...
Your model is going to be alright in this scene!~
Thomas
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On 25/04/2011 10:57 PM, Jim Holsenback wrote:
> Awesome mate! I can't wait to fit this into the scene.
If you like it, it might be better if I gave you the OBJ file so that
you could subdivide the dress if needed. Also I think that I overdid the
wind (she looks as if she is wearing a bustle) so I will redo it.
Do you want any particular facial expression?
When you have decided on the position of the model in the scene I could
make her look at a POI. (?)
> I've made some
> strides with the lighting and radiosity ... LOL I just /might/ be able
> to dial that in myself ;-) ...
I found out that you can't use a default texture with an ambient of 1 in
the scene. It took me ages to find out what was wrong with it.
> I just finished what looks like the last
> of the positional fine tuning, but I looks like I'm in for some long
> render times from now, so hang tough and I'll do my best.
As long as it's done before the release. ;-)
--
Regards
Stephen
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> > But with that new female character holding the povlogo
Can we please stay out of the uncanny valley?
Especially the stereotypically misogynist box canyon of female impersonators.
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"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
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Attachments:
Download 'PoserFiguretest.png' (412 KB)
Preview of image 'PoserFiguretest.png'

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"waggy" <hon### [at] handbasket org> schreef in bericht
news:web.4db673a39fd34d3e9726a3c10@news.povray.org...
>> > But with that new female character holding the povlogo
>
> Can we please stay out of the uncanny valley?
>
> Especially the stereotypically misogynist box canyon of female
> impersonators.
>
I think Stephen has not had enough time yet to work on the figure *out of
the box*. Wait and see :-)
Thomas
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On 26/04/2011 8:26 AM, waggy wrote:
> Especially the stereotypically misogynist box canyon of female impersonators.
Hmm!
--
Regards
Stephen
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On 26/04/2011 9:21 AM, Thomas de Groot wrote:
> I think Stephen has not had enough time yet to work on the figure *out of
> the box*. Wait and see:-)
As you know it can be time consuming. So until I get the "go ahead" and
some more requirements, I'll not go overboard with it.
--
Regards
Stephen
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On 26/04/2011 9:15 AM, Thomas de Groot wrote:
> Always difficult to catch those rogues...;-)
Any chance of making them white doves?
--
Regards
Stephen
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On 26/04/2011 8:06 AM, Thomas de Groot wrote:
> "Stephen"<mcavoys_at@aoldotcom> schreef in bericht
> news:4db540ce@news.povray.org...
>> I think that, that position it would be hardly noticeable. Too small and
>> too dark. I was having trouble putting this model in the shade due to
>> using radiosity and no ambient. But then maybe subtlety is the way to go.
>
> Yes, I think you are right. The scale of the architecture fools my eyes...
>
It is often a surprise when you realise that your "minds eye" does not
reflect reality.
> Your model is going to be alright in this scene!~
>
We will see. Are you going to make a human figure?
--
Regards
Stephen
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On 04/26/2011 04:22 AM, Stephen wrote:
> On 25/04/2011 10:57 PM, Jim Holsenback wrote:
>> Awesome mate! I can't wait to fit this into the scene.
>
> If you like it, it might be better if I gave you the OBJ file so that
> you could subdivide the dress if needed. Also I think that I overdid the
> wind (she looks as if she is wearing a bustle) so I will redo it.
> Do you want any particular facial expression?
> When you have decided on the position of the model in the scene I could
> make her look at a POI. (?)
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 ... maybe
the obj file might be better format
>
>> I've made some
>> strides with the lighting and radiosity ... LOL I just /might/ be able
>> to dial that in myself ;-) ...
>
> I found out that you can't use a default texture with an ambient of 1 in
> the scene. It took me ages to find out what was wrong with it.
>
>> I just finished what looks like the last
>> of the positional fine tuning, but I looks like I'm in for some long
>> render times from now, so hang tough and I'll do my best.
>
> As long as it's done before the release. ;-)
>
Yep that's what I'm shooting for
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On 04/26/2011 04:26 AM, waggy wrote:
>>> But with that new female character holding the povlogo
>
> Can we please stay out of the uncanny valley?
>
> Especially the stereotypically misogynist box canyon of female impersonators.
>
Ooooookaaayyyyy?!?
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On 04/26/2011 05:33 AM, Stephen wrote:
> On 26/04/2011 9:21 AM, Thomas de Groot wrote:
>> I think Stephen has not had enough time yet to work on the figure *out of
>> the box*. Wait and see:-)
>
> As you know it can be time consuming. So until I get the "go ahead" and
> some more requirements, I'll not go overboard with it.
>
I'd already downloaded 1st version ... let give that a test drive and
I'll give you any feedback that I have (if any) that way I'm not having
to ask for changes later ;-)
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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
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On 04/25/2011 04:29 PM, Stephen wrote:
> On 25/04/2011 7:51 PM, Samuel Benge wrote:
>> But with that new female character holding the povlogo
>
> I've uploaded it to p.b.Misc (5 Meg)
> New model with Orb if wanted.
>
>
Hmmm .. looks like I got a different version that what's in this image,
but no matter as long as the model is left a <0,0,0> I can position. I
might be able to overcome the need for more subdivision with a
light_group on the model ... I like the idea of an orb rather than the
logo object. I might leave the orb a simple reflective sphere, but maybe
that's to cliché (lol as is the checkered plane idea mentioned) ...
generally speaking I'm happy with what you've got so far ... maybe tad
smaller with the orb, but that can be easily tweaked on my end ... 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
Post a reply to this message
Attachments:
Download 'ndi.png' (714 KB)
Preview of image 'ndi.png'

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On 26/04/2011 12:00 PM, Jim Holsenback wrote:
> Hmmm .. looks like I got a different version that what's in this image,
> but no matter as long as the model is left a <0,0,0> I can position. I
> might be able to overcome the need for more subdivision with a
> light_group on the model ...
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.
I like the idea of an orb rather than the
> logo object. I might leave the orb a simple reflective sphere, but maybe
> that's to cliché (lol as is the checkered plane idea mentioned) ...
> generally speaking I'm happy with what you've got so far ... maybe tad
> smaller with the orb, but that can be easily tweaked on my end ...
Percentage of current Orb and how heavy? The body pose will change with
the weight she is carrying and the hand pose with the size of the globe.
This realy needs to be done in Poser.
> 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.
--
Regards
Stephen
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On 26/04/2011 10:41 AM, Jim Holsenback wrote:
>
> I'd already downloaded 1st version ... let give that a test drive and
> I'll give you any feedback that I have (if any) that way I'm not having
> to ask for changes later ;-)
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.
--
Regards
Stephen
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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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