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Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> The next stage in the development.
>
> Thomas
This is really starting to come together nicely Thomas, I love the addition of
the village and all the trees scattered in there :)
To my eye, the background mountains could use a big fog boost for added
atmospheric perspective (maybe by moving them way back and scaling larger?). I
think that would really help to sell the size and distance. And the same, to a
lesser degree, for the midground mountain and forest across the water, so the
shadows are more desaturated (and the foreground more so by comparison). Some
ground fog might be nice too, especially over the water.
I'm curious what you're using to light this scene. Are you using radiosity, or
just ambient sky_sphere/light with straight ray-tracing?
Cheers,
Rob
-------------------------------------------------
www.McGregorFineArt.com
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On 21-10-2011 1:20, Robert McGregor wrote:
> This is really starting to come together nicely Thomas, I love the addition of
> the village and all the trees scattered in there :)
Thank you indeed, Robert! I shall probably add a second type hut in the
next wip just to diversify a bit, and maybe some screens. Ideas still
fluctuating.
>
> To my eye, the background mountains could use a big fog boost for added
> atmospheric perspective (maybe by moving them way back and scaling larger?). I
> think that would really help to sell the size and distance. And the same, to a
> lesser degree, for the midground mountain and forest across the water, so the
> shadows are more desaturated (and the foreground more so by comparison). Some
> ground fog might be nice too, especially over the water.
Except for the mountains to the far right/back, this is just one
height_field so moving/scaling is not practical in this case. At this
moment there is a (ground) fog present for the distance, but rather
thin, and it can certainly be improved, also with an additional one
close to the water. Another idea I want to pursue is a thin cloud
halfway the background mountains.
>
> I'm curious what you're using to light this scene. Are you using radiosity, or
> just ambient sky_sphere/light with straight ray-tracing?
Very straightforward in fact, a sphere as sky_sphere (with emission 1
and diffuse 0), one light, and using radiosity of course:
#include "CIE.inc"
#declare SunColor = Blackbody(6500)*2;
#declare SunPosition = <0, 0, -2>*10e4;
#declare SunDis = vlength(SunPosition)*2/215;
#declare Sun_alt = 50;
#declare Sun_azm = -110;
#if (Area)
light_source {
<0, 0, 0>
color SunColor
area_light
SunDis*x, SunDis*z,
4, 4
adaptive 1
area_illumination on
jitter
circular
orient
translate SunPosition
rotate Sun_alt*x
rotate Sun_azm*y
parallel
point_at <0, 0, 0>
}
#else
light_source {
<0, 0, 0>
color rgb SunColor
translate SunPosition
rotate Sun_alt*x
rotate Sun_azm*y
parallel
point_at <0, 0, 0>
}
#end
Thomas
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On 21-10-2011 9:08, Thomas de Groot wrote:
> Except for the mountains to the far right/back,
this should of course be far left/back :-)
Thomas
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From: Christian Froeschlin
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 21 Oct 2011 03:36:18
Message: <4ea120f2$1@news.povray.org>
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Thomas de Groot wrote:
> Except for the mountains to the far right/back, this is just one
> height_field so moving/scaling is not practical in this case.
possibly you could fake it by adding a tilted second fog layer
that is below ground in the foreground but covers the mountains.
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On 21-10-2011 9:36, Christian Froeschlin wrote:
> Thomas de Groot wrote:
>
>> Except for the mountains to the far right/back, this is just one
>> height_field so moving/scaling is not practical in this case.
>
> possibly you could fake it by adding a tilted second fog layer
> that is below ground in the foreground but covers the mountains.
That's an idea indeed. Other possibility is cutting the fog off with a
vertical plane. I have done that, in particular for my image In the
Ruins (the latest version, after the TC-RTC).
Thomas
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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3b)
Date: 24 Oct 2011 10:21:43
Message: <4ea57477@news.povray.org>
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On 21-10-2011 1:20, Robert McGregor wrote:
> To my eye, the background mountains could use a big fog boost for added
> atmospheric perspective (maybe by moving them way back and scaling larger?). I
> think that would really help to sell the size and distance. And the same, to a
> lesser degree, for the midground mountain and forest across the water, so the
> shadows are more desaturated (and the foreground more so by comparison). Some
> ground fog might be nice too, especially over the water.
Like this, I suppose? :-)
Thomas
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Attachments:
Download 'at zhinab_09.jpg' (426 KB)
Preview of image 'at zhinab_09.jpg'
![at zhinab_09.jpg](/povray.binaries.images/attachment/%3C4ea57477%40news.povray.org%3E/at%20zhinab_09.jpg?preview=1)
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Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> On 21-10-2011 1:20, Robert McGregor wrote:
> > To my eye, the background mountains could use a big fog boost for added
> > atmospheric perspective (maybe by moving them way back and scaling larger?). I
> > think that would really help to sell the size and distance. And the same, to a
> > lesser degree, for the midground mountain and forest across the water, so the
> > shadows are more desaturated (and the foreground more so by comparison). Some
> > ground fog might be nice too, especially over the water.
>
> Like this, I suppose? :-)
>
> Thomas
Yes, that's it exactly! So much more epic (and visually believable) with the
"big" atmosphere. Beautiful :)
-------------------------------------------------
www.McGregorFineArt.com
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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3b)
Date: 26 Oct 2011 03:37:42
Message: <4ea7b8c6$1@news.povray.org>
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On 26-10-2011 4:21, Robert McGregor wrote:
> Yes, that's it exactly! So much more epic (and visually believable) with the
> "big" atmosphere. Beautiful :)
>
Thanks! I agree :-)
Thomas
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