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From: Stephen
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 3 Oct 2012 16:24:03
Message: <506c9ee3$1@news.povray.org>
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On 03/10/2012 3:11 PM, Thomas de Groot wrote:
> On 3-10-2012 15:39, Stephen wrote:
>> real life
>> with our own eyes. Although in materials they tend to be very fine ones.
>
> True, but I can at least try to reduce a bit the worse effects. If not
> satisfying, I shall leave it as is.
>
It will be interesting to see how it develops.
>
> Good point, but remember that this harbour is open to the river, not to
> the sea. There may be sea water influxes from tides (feeble in the
> Mediterranean) or from sea wind, but then that would probably also
> become murky from the shallow bottom... and I don't know how well the
> sewage system of Gancaloon functions ;-)
>
> As a good comparison, how clear is the Nile water close to the
> Mediterranean? Well, watching through Google Earth, not too murky it
> seems... I shall have to decide how murky the Yann is.
>
Remember a harbour is designed to give ships protection so the water
will be relatively calm. Any silt would drop out. And from memory, silt
enriched rivers tend to be cloudier in the centre where the flow is
--
Regards
Stephen
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 4 Oct 2012 03:07:25
Message: <506d35ad$1@news.povray.org>
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On 3-10-2012 22:24, Stephen wrote:
Which is an excellent quality :-)
>
> Remember a harbour is designed to give ships protection so the water
> will be relatively calm. Any silt would drop out. And from memory, silt
> enriched rivers tend to be cloudier in the centre where the flow is
> faster.
There is silt and silt. The finest particles will remain in suspension
longer and, in the end, you will not see much difference between the
central flow of the river and its borders. Well, close up maybe some but
not dramatically so, with some transparency as a bonus, but all depends
on the power of the stream.
Indeed, but now you are making my work very difficult ;-)
The water transition between river and sea has been designed on
"planetary" scale. This means that the whole water surface you see in
the scenes is a huge sphere. It would be nice to control the river water
from point to point but that would mean a break up of the sphere and a
difficult design in the end. I am not (yet) up to that I must confess.
Yes, and that is the approach I would prefer for the time being.
Thomas
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 4 Oct 2012 03:10:51
Message: <506d367b$1@news.povray.org>
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On 3-10-2012 17:44, Jaime Vives Piqueres wrote:
> It can be as murky as you want, but consider de-saturating a bit the
> brown color (I would even make it more greenish).
Yes, that was one of the ToDo things on my list. I left it as is because
I like to imagine the muddy character of the river, at least during
certain seasons of the year. In the end, however, I shall have to design
a whole scale of different hues reflecting those same seasonal changes.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 3-10-2012 17:44, Jaime Vives Piqueres wrote:
> > It can be as murky as you want, but consider de-saturating a bit the
> > brown color (I would even make it more greenish).
>
> Yes, that was one of the ToDo things on my list. I left it as is because
> I like to imagine the muddy character of the river,
Now I understand. It is the river Ankh. :-)
Stephen Stronginthearm
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 3-10-2012 22:24, Stephen wrote:
>
> Which is an excellent quality :-)
>
It can be a bit irritating, though.
>
> There is silt and silt. The finest particles will remain in suspension
> longer and, in the end, you will not see much difference between the
> central flow of the river and its borders. Well, close up maybe some but
> not dramatically so, with some transparency as a bonus, but all depends
> on the power of the stream.
>
Okay, no more arguments.
>
> Indeed, but now you are making my work very difficult ;-)
>
:-P
> The water transition between river and sea has been designed on
> "planetary" scale. This means that the whole water surface you see in
> the scenes is a huge sphere. It would be nice to control the river water
> from point to point but that would mean a break up of the sphere and a
> difficult design in the end. I am not (yet) up to that I must confess.
>
And you say that *I* am making your work difficult. Look in the mirror that you
promised Le_Forgeron.
PS A polished shield would make a believable mirror.
Stephen
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 4 Oct 2012 04:31:22
Message: <506d495a$1@news.povray.org>
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On 4-10-2012 9:45, Stephen wrote:
> Now I understand. It is the river Ankh. :-)
>
> Stephen Stronginthearm
I didn't cross my mind, but yes, there might be some (smelly) similarity
with that particular one ;-)
Thomas
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From: Thomas de Groot
Subject: Re: Gancaloon: River Harbour (wip 3): Randomness problem
Date: 4 Oct 2012 04:34:08
Message: <506d4a00$1@news.povray.org>
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On 4-10-2012 9:54, Stephen wrote:
> And you say that *I* am making your work difficult. Look in the mirror that you
> promised Le_Forgeron.
I have not looked in a mirror for ages... In fact, I am not even sure a
mirror would reflect my face... ;-)
>
> PS A polished shield would make a believable mirror.
Interesting idea. First I need to texture the walls behind the camera.
Thomas
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Find the differences :-)
Many questions have been addressed (sort of) some remaining, notably the
fact that I still need to uv_map most of the ship's textures.
Thomas
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Attachments:
Download 'gancaloon_river harbour_14.png' (1238 KB)
Preview of image 'gancaloon_river harbour_14.png'
![gancaloon_river harbour_14.png](/povray.binaries.images/attachment/%3C506d4abe%40news.povray.org%3E/gancaloon_river%20harbour_14.png?preview=1)
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Am 04.10.2012 10:36, schrieb Thomas de Groot:
> Find the differences :-)
>
> Many questions have been addressed (sort of) some remaining, notably the
> fact that I still need to uv_map most of the ship's textures.
>
I did find your earlier camera view much more interesting. This one is
just conventional and while everybody knows the name of the director, a
great cinematographer can make a huge difference ;)
-Ive
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Thomas de Groot <tho### [at] degroot org> wrote:
> Find the differences :-)
>
> Many questions have been addressed (sort of) some remaining, notably the
> fact that I still need to uv_map most of the ship's textures.
I liked the lower camera better.
The burlap is much improved.
The statue bronze could be a little darker, unless you want it to blend into the
background.
The red of the sail strikes me as too saturated. It seems glaringly out-of-place
and a bit too attention-grabbing.
I think I've seen the kid sitting on the wharf before, in another CG, in the
exact same pose.
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