POV-Ray : Newsgroups : povray.binaries.images : Clothed in light. Server Time
9 Oct 2026 22:44:20 EDT (-0400)
  Clothed in light. (Message 1 to 35 of 35)  
From: Stephen
Subject: Clothed in light.
Date: 13 Nov 2017 15:27:50
Message: <5a0a0046@news.povray.org>
The tunic and wings are emissive df3s, made from Poser models.

I think I need a dragon and a rocky scene to complete this. :)


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Clothed in light.
Date: 14 Nov 2017 03:03:45
Message: <5a0aa361$1@news.povray.org>
On 13-11-2017 21:27, Stephen wrote:
> The tunic and wings are emissive df3s, made from Poser models.
> 
> I think I need a dragon and a rocky scene to complete this. :)
> 
> 

Yes indeed although I like this ballet school setting with the mirrors. 
A couple of things, if I may: (1) the overhead lights should be dimmed - 
probably by at least 50 % (if not 25%) also for compensating the light 
reflections from the mirrors. (2) Could you merge this scene with your 
ballerina animation? That was awesome.

-- 
Thomas


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From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 04:57:32
Message: <5a0abe0c$1@news.povray.org>
On 14/11/2017 08:03, Thomas de Groot wrote:
> On 13-11-2017 21:27, Stephen wrote:
>> The tunic and wings are emissive df3s, made from Poser models.
>>
>> I think I need a dragon and a rocky scene to complete this. :)
>>
>>
> 
> Yes indeed although I like this ballet school setting with the mirrors. 

It is old enough to have been made in Moray. :-)

> A couple of things, if I may: (1) the overhead lights should be dimmed - 
> probably by at least 50 % (if not 25%) also for compensating the light 
> reflections from the mirrors. 

The lighting is problematic. The light in the hall of mirrors brightens 
when I switch on radiosity. I did not mean this to turn into an 
experiment in radiosity but it looks looks like it is going to be. I 
have a normal area light in there to even things out.



(2) Could you merge this scene with your
> ballerina animation? That was awesome.
> 

Hmm! has anyone told you that you have an evil mind, recently?
As if I haven't enough to do. ;-)

It is an interesting challenge though. First I have to find out why when 
I create the df3s there is a problem with the handiness. Or more likely 
with my set up. Then unless I wanted to make a df3 that coveres the 
whole playing area. I would need to work out a method of tracking the 
mesh to move the slicing rig there.
On the brighter side. jr is working on a set of utilities for df3s. So 
it might be possible in the future.


-- 

Regards
     Stephen


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From: clipka
Subject: Re: Clothed in light.
Date: 14 Nov 2017 08:57:09
Message: <5a0af635$1@news.povray.org>
Am 14.11.2017 um 10:57 schrieb Stephen:
> On 14/11/2017 08:03, Thomas de Groot wrote:
>> On 13-11-2017 21:27, Stephen wrote:
>>> The tunic and wings are emissive df3s, made from Poser models.
>>>
>>> I think I need a dragon and a rocky scene to complete this. :)
>>>
>>>
>>
>> Yes indeed although I like this ballet school setting with the mirrors. 
> 
> It is old enough to have been made in Moray. :-)
> 
>> A couple of things, if I may: (1) the overhead lights should be dimmed
>> - probably by at least 50 % (if not 25%) also for compensating the
>> light reflections from the mirrors. 
> 
> The lighting is problematic. The light in the hall of mirrors brightens
> when I switch on radiosity. I did not mean this to turn into an
> experiment in radiosity but it looks looks like it is going to be. I
> have a normal area light in there to even things out.

Problems with different "quality levels" of illumination are to be
expected here, due to the huge mirrors as well as the glowing wings.


In reality, objects in the room would be lit by...:

(1) Light coming directly from the light sources.

(2a) Light bouncing off diffuse objects.
(2b) Light emitted by glowing stuff.

(3a) Light bouncing off diffuse objects and then the mirrors.
(3b) Light emitted by glowing stuff and bouncing off the mirrors.

(4) Light coming from the light sources and bouncing off the mirrors.

(5) Light bouncing off the mirrors and then diffuse objects.


To simulate (1), "classic" raytracing will do.

To simulate (2) and (3), you need to enable radiosity.

To simulate (4), you need to enable photons.

To simulate (5), you need to enable both radiosity and photons.

If any of these are not simulated, the corresponding portion of
illumination will simply be missing, causing the image to appear darker.

The lack of illumination from (2), (3) and (5) can be compensated for to
some degree, by making use of the "ambient" mechanism.


As far as overall brightness goes, you should ideally use renders with
radiosity and photons as a yardstick, and set up "ambient" accordingly
for fast test renders.

(As a faster alternative to photons for this particular scene, you might
try using mirrored copies of your primary light sources,
`projected_through` the corresponding mirrors. Make sure to properly
account for any dimming effect if your mirrors aren't 100% reflective.)


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From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 16:32:53
Message: <5a0b6105@news.povray.org>
On 14/11/2017 13:57, clipka wrote:
> Am 14.11.2017 um 10:57 schrieb Stephen:
>> On 14/11/2017 08:03, Thomas de Groot wrote:
>>> On 13-11-2017 21:27, Stephen wrote:
>>>> The tunic and wings are emissive df3s, made from Poser models.
>>>>
>>>> I think I need a dragon and a rocky scene to complete this. :)
>>>>
>>>>
>>>
>>> Yes indeed although I like this ballet school setting with the mirrors.
>>
>> It is old enough to have been made in Moray. :-)
>>
>>> A couple of things, if I may: (1) the overhead lights should be dimmed
>>> - probably by at least 50 % (if not 25%) also for compensating the
>>> light reflections from the mirrors.
>>
>> The lighting is problematic. The light in the hall of mirrors brightens
>> when I switch on radiosity. I did not mean this to turn into an
>> experiment in radiosity but it looks looks like it is going to be. I
>> have a normal area light in there to even things out.
> 
> Problems with different "quality levels" of illumination are to be
> expected here, due to the huge mirrors as well as the glowing wings.
> 
> 
> In reality, objects in the room would be lit by...:
> 
> (1) Light coming directly from the light sources.
> 
> (2a) Light bouncing off diffuse objects.
> (2b) Light emitted by glowing stuff.
> 
> (3a) Light bouncing off diffuse objects and then the mirrors.
> (3b) Light emitted by glowing stuff and bouncing off the mirrors.
> 
> (4) Light coming from the light sources and bouncing off the mirrors.
> 
> (5) Light bouncing off the mirrors and then diffuse objects.
> 
> 
> To simulate (1), "classic" raytracing will do.
> 
> To simulate (2) and (3), you need to enable radiosity.
> 
> To simulate (4), you need to enable photons.
> 
> To simulate (5), you need to enable both radiosity and photons.
> 
> If any of these are not simulated, the corresponding portion of
> illumination will simply be missing, causing the image to appear darker.
> 
> The lack of illumination from (2), (3) and (5) can be compensated for to
> some degree, by making use of the "ambient" mechanism.
> 
> 
> As far as overall brightness goes, you should ideally use renders with
> radiosity and photons as a yardstick, and set up "ambient" accordingly
> for fast test renders.
> 
> (As a faster alternative to photons for this particular scene, you might
> try using mirrored copies of your primary light sources,
> `projected_through` the corresponding mirrors. Make sure to properly
> account for any dimming effect if your mirrors aren't 100% reflective.)
> 

Thanks, they aren't, they are about 95% reflective. But I've ditched the 
ordinary light source and am using emissive cubes as light sources.
I was thinking of adding a scattering media container first. Before 
trying photons.


-- 

Regards
     Stephen


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From: Kenneth
Subject: Re: Clothed in light.
Date: 14 Nov 2017 17:00:00
Message: <web.5a0b663753fdf90589df8d30@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

>
> The lighting is problematic. The light in the hall of mirrors brightens
> when I switch on radiosity. I did not mean this to turn into an
> experiment in radiosity but it looks looks like it is going to be. I
> have a normal area light in there to even things out.
>

As the mirror reflections indicate, your dance hall has mirrors on only two
walls. I wonder what would happen re: radiosity and photon complexity if all
four walls were mirrored?! (The 'infinite mirror-reflection' thing.) I have no
idea, but it sounds like an interesting experiment to try. ;-)


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From: Kenneth
Subject: Re: Clothed in light.
Date: 14 Nov 2017 17:05:00
Message: <web.5a0b67b753fdf90589df8d30@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
>
> (As a faster alternative to photons for this particular scene, you might
> try using mirrored copies of your primary light sources,
> `projected_through` the corresponding mirrors...

That's an interesting trick, that I wouldn't have thought of. Thanks.


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From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 17:40:43
Message: <5a0b70eb$1@news.povray.org>
On 14/11/2017 21:55, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>>
>> The lighting is problematic. The light in the hall of mirrors brightens
>> when I switch on radiosity. I did not mean this to turn into an
>> experiment in radiosity but it looks looks like it is going to be. I
>> have a normal area light in there to even things out.
>>
> 
> As the mirror reflections indicate, your dance hall has mirrors on only two
> walls.

Three mirrored walls in fact. I chose the camera position so that I 
wouldn't have much of a hall of mirrors, effect.Just a view of three sides.

> I wonder what would happen re: radiosity and photon complexity if all
> four walls were mirrored?! (The 'infinite mirror-reflection' thing.) I have no
> idea, but it sounds like an interesting experiment to try. ;-)
> 

So you want that I give my machine a stress test? ;)

Of course I'll give it a go. :)

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Clothed in light.
Date: 14 Nov 2017 19:00:34
Message: <5a0b83a2@news.povray.org>
On 14/11/2017 22:40, Stephen wrote:
> 
> So you want that I give my machine a stress test? ;)
> 
Not so bad. Less than 6 minutes


> Of course I'll give it a go. :)

No AA nor photons. Max Level 53/64
-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Clothed in light.
Date: 15 Nov 2017 02:54:24
Message: <5a0bf2b0$1@news.povray.org>
On 14-11-2017 10:57, Stephen wrote:
> On 14/11/2017 08:03, Thomas de Groot wrote:
>> On 13-11-2017 21:27, Stephen wrote:
>>> The tunic and wings are emissive df3s, made from Poser models.
>>>
>>> I think I need a dragon and a rocky scene to complete this. :)
>>>
>>>
>>
>> Yes indeed although I like this ballet school setting with the mirrors. 
> 
> It is old enough to have been made in Moray. :-)
> 
>> A couple of things, if I may: (1) the overhead lights should be dimmed 
>> - probably by at least 50 % (if not 25%) also for compensating the 
>> light reflections from the mirrors. 
> 
> The lighting is problematic. The light in the hall of mirrors brightens 
> when I switch on radiosity. I did not mean this to turn into an 
> experiment in radiosity but it looks looks like it is going to be. I 
> have a normal area light in there to even things out.
> 
> 
> 
> (2) Could you merge this scene with your
>> ballerina animation? That was awesome.
>>
> 
> Hmm! has anyone told you that you have an evil mind, recently?
> As if I haven't enough to do. ;-)

No. Nobody dares to. ;-)

> 
> It is an interesting challenge though. First I have to find out why when 
> I create the df3s there is a problem with the handiness. Or more likely 
> with my set up. Then unless I wanted to make a df3 that coveres the 
> whole playing area. I would need to work out a method of tracking the 
> mesh to move the slicing rig there.
> On the brighter side. jr is working on a set of utilities for df3s. So 
> it might be possible in the future.
> 

I knew it was a difficult question, but I am confident in the results :-)


-- 
Thomas


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From: Thomas de Groot
Subject: Re: Clothed in light.
Date: 15 Nov 2017 02:54:48
Message: <5a0bf2c8$1@news.povray.org>
On 15-11-2017 1:00, Stephen wrote:
> On 14/11/2017 22:40, Stephen wrote:
>>
>> So you want that I give my machine a stress test? ;)
>>
> Not so bad. Less than 6 minutes
> 
> 
>> Of course I'll give it a go. :)
> 
> No AA nor photons. Max Level 53/64


Oh! That is good!

-- 
Thomas


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From: Stephen
Subject: Re: Clothed in light.
Date: 15 Nov 2017 04:08:52
Message: <5a0c0424$1@news.povray.org>
On 15/11/2017 07:54, Thomas de Groot wrote:
>>
>> Hmm! has anyone told you that you have an evil mind, recently?
>> As if I haven't enough to do. ;-)
> 
> No. Nobody dares to. ;-)
> 

No one living. I'm sure. ;-)


>>
>> It is an interesting challenge though. First I have to find out why 
>> when I create the df3s there is a problem with the handiness. Or more 
>> likely with my set up. Then unless I wanted to make a df3 that coveres 
>> the whole playing area. I would need to work out a method of tracking 
>> the mesh to move the slicing rig there.
>> On the brighter side. jr is working on a set of utilities for df3s. So 
>> it might be possible in the future.
>>
> 
> I knew it was a difficult question, but I am confident in the results :-)

:-)

It is an interesting problem and a long term one too. Just looking at 
the sums. A five second animation @ 25 fps will produce about 180 Gigs 
of data in tga and df3s. I reckon that if I can automate the process it 
would take about a hundred hours to produce them. So not a project for 
the faint hearted.

* Note the correct usage of the at sign. :-)


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Clothed in light.
Date: 15 Nov 2017 07:10:57
Message: <5a0c2ed1$1@news.povray.org>
On 15-11-2017 10:08, Stephen wrote:
> On 15/11/2017 07:54, Thomas de Groot wrote:
>>>
>>> Hmm! has anyone told you that you have an evil mind, recently?
>>> As if I haven't enough to do. ;-)
>>
>> No. Nobody dares to. ;-)
>>
> 
> No one living. I'm sure. ;-)
> 
> 
>>>
>>> It is an interesting challenge though. First I have to find out why 
>>> when I create the df3s there is a problem with the handiness. Or more 
>>> likely with my set up. Then unless I wanted to make a df3 that 
>>> coveres the whole playing area. I would need to work out a method of 
>>> tracking the mesh to move the slicing rig there.
>>> On the brighter side. jr is working on a set of utilities for df3s. 
>>> So it might be possible in the future.
>>>
>>
>> I knew it was a difficult question, but I am confident in the results :-)
> 
> :-)
> 
> It is an interesting problem and a long term one too. Just looking at 
> the sums. A five second animation @ 25 fps will produce about 180 Gigs 
> of data in tga and df3s. I reckon that if I can automate the process it 
> would take about a hundred hours to produce them. So not a project for 
> the faint hearted.
> 
> * Note the correct usage of the at sign. :-)
> 

Dear me, yes, I had not really realised this.


-- 
Thomas


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From: Bald Eagle
Subject: Re: Clothed in light.
Date: 15 Nov 2017 21:25:00
Message: <web.5a0cf6b553fdf9055cafe28e0@news.povray.org>
This is coming along very nicely :)
I like this second version a lot - the camera position just works better I
think.

Enhancements:

Maybe someone can contribute a proximity pattern to add some depth to the skin
texture.   It also looks to me like either she has no pupils, or her eyelids are
closed, depending upon the size of the image...

I'm sure some of us have some slightly richer looking wood floor macros lying
about. ;)

Is there a way to light the room with HDRI?
Maybe just surround the room with one and add no_shadow?

Just throwing out ideas before turning in for the night.


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 05:24:28
Message: <5a0d675c@news.povray.org>
On 16/11/2017 02:23, Bald Eagle wrote:
> This is coming along very nicely :)

Thanks but you are not seeing it from this side of the screen. *

> I like this second version a lot - the camera position just works better I
> think.
> 

That was just because Kenneth wanted a hall of mirrors.

Remember that this is not an exhibition image but a test image for the 
df3s. I placed it in my studio because of the flack I got for Lanya's 
dress. ;-)
I'm thinking of using the studio for my test environment because of 
getting three additional views of the subject.


> Enhancements:
> 
> Maybe someone can contribute a proximity pattern to add some depth to the skin
> texture.   It also looks to me like either she has no pupils, or her eyelids are
> closed, depending upon the size of the image...
> 
Here is a close up as changing the eyes in Poser was the only change I 
made there.
FYI the female model is a low res one. I don't think it even uses an 
image map for the body. So if I wanted more detail I would change it in 
Poser. Besides I don't want to get distracted by looking at the model. ;-)


> I'm sure some of us have some slightly richer looking wood floor macros lying
> about. ;)
> 
As I implied to Thomas. The studio is a very old scene. At least ten 
years old if I made it in Moray. So any contributions are welcome. :-)


> Is there a way to light the room with HDRI?
> Maybe just surround the room with one and add no_shadow?
>

I'm not too keen on that idea. I don't think it would work with three 
walls of mirrors. I'm aware of the need for some sort of background. 
That is why there are a couple of old chairs and a stack of mats. At one 
time I had a table with a stereo and a mop and bucket. Just for interest.



> Just throwing out ideas before turning in for the night.
> 
> 

Thanks. I'm flattered over a test image.

* I have no idea why in this image the wings and clothes did not show. 
With the render time they should have been there.
But at least you can see that the model is low res and the eyes.

I had two other unexpected results yesterday that has set me back a bit. :-(

-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 06:45:01
Message: <web.5a0d79d4967568795cafe28e0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> Thanks but you are not seeing it from this side of the screen. *

Our hidden cameras see EVERYTHING.
Now get back to desk and continue laboring.


> Here is a close up as changing the eyes in Poser was the only change I
> made there.
> FYI the female model is a low res one. I don't think it even uses an
> image map for the body. So if I wanted more detail I would change it in
> Poser. Besides I don't want to get distracted by looking at the model. ;-)

And the tip of the sword has disappeared - obviously a green screen.
"GIRL WITH WINGS BRANDISHED SWORD IN DANCE STUDIO"
Fake news to forward the agenda to disarm scantily clad females.


> > I'm sure some of us have some slightly richer looking wood floor macros lying
> > about. ;)
> >
> As I implied to Thomas. The studio is a very old scene. At least ten
> years old if I made it in Moray. So any contributions are welcome. :-)

I'll see what I can isolate from the Secret Passage scene.
You'd think there would be a well developed wood floor macro or include file -
and having had to write the code to make an acceptable wood floor, I can see why
there might not be one.

> > Is there a way to light the room with HDRI?
> > Maybe just surround the room with one and add no_shadow?
>
> I'm not too keen on that idea. I don't think it would work with three
> walls of mirrors.

I think you miss my point -
I was thinking about using the HDR _only_ as a light source - the image wouldn't
be visible in the scene at all (unless you had windows).
I have very little experience with HDR, so perhaps someone could comment on how
that might best be implemented, if at all.


> * I have no idea why in this image the wings and clothes did not show.
> With the render time they should have been there.

Because media.
That's why media drives me crazy.

> I had two other unexpected results yesterday that has set me back a bit.

And that's always the case, isn't it - there's always _something_ to start a
cascade of stumbling blocks.


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From: Thomas de Groot
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 07:32:02
Message: <5a0d8542$1@news.povray.org>
On 16-11-2017 11:24, Stephen wrote:
> On 16/11/2017 02:23, Bald Eagle wrote:
>> This is coming along very nicely :)
> 
> Thanks but you are not seeing it from this side of the screen. *
> 
>> I like this second version a lot - the camera position just works 
>> better I
>> think.
>>
> 
> That was just because Kenneth wanted a hall of mirrors.
> 
> Remember that this is not an exhibition image but a test image for the 
> df3s. I placed it in my studio because of the flack I got for Lanya's 
> dress. ;-)
> I'm thinking of using the studio for my test environment because of 
> getting three additional views of the subject.

In itself, that is a good idea. However, you may come across situations 
where mirrors are not really appropriate for a testing environment. 
Personally, I am currently working on a "studio lighting" test scene for 
objects like sculptures, with three light sources (and a dim hdri).

To be sure, the object/texture determines what kind of environment it 
needs best for testing.

> 
> 
>> Enhancements:
[snip]
>> I'm sure some of us have some slightly richer looking wood floor 
>> macros lying
>> about. ;)
>>
> As I implied to Thomas. The studio is a very old scene. At least ten 
> years old if I made it in Moray. So any contributions are welcome. :-)

I have a macro, modified from work by Dan Hentschel in 2004. I shall put 
it in p.b.utilities.

> 
> 
>> Is there a way to light the room with HDRI?
>> Maybe just surround the room with one and add no_shadow?
>>
> 
> I'm not too keen on that idea. I don't think it would work with three 
> walls of mirrors. I'm aware of the need for some sort of background. 
> That is why there are a couple of old chairs and a stack of mats. At one 
> time I had a table with a stereo and a mop and bucket. Just for interest.
> 
> 
> 
>> Just throwing out ideas before turning in for the night.
>>
>>
> 
> Thanks. I'm flattered over a test image.
> 
> * I have no idea why in this image the wings and clothes did not show. 
> With the render time they should have been there.
> But at least you can see that the model is low res and the eyes.

Hm... is the camera very close to the model? maybe there is some 
interference...

> 
> I had two other unexpected results yesterday that has set me back a bit. 
> :-(
> 


-- 
Thomas


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 08:21:17
Message: <5a0d90cd$1@news.povray.org>
On 16/11/2017 11:43, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> Thanks but you are not seeing it from this side of the screen. *
> 
> Our hidden cameras see EVERYTHING.
> Now get back to desk and continue laboring.
> 

How did you know that I'm a card carrying member of the Labour party? :-P



>> Here is a close up as changing the eyes in Poser was the only change I
>> made there.
>> FYI the female model is a low res one. I don't think it even uses an
>> image map for the body. So if I wanted more detail I would change it in
>> Poser. Besides I don't want to get distracted by looking at the model. ;-)
> 
> And the tip of the sword has disappeared 

White out I assume.

- obviously a green screen.
> "GIRL WITH WINGS BRANDISHED SWORD IN DANCE STUDIO"

A variation on the traditional "Dirk Dance, for the Elder Races".
She is actually facing down a Kelpie.

> Fake news to forward the agenda to disarm scantily clad females.
> 
> 

There is a lot of talk about that in the news atm. I am aware of it and 
approve, if the truth be told. But since we have become a gentleman's 
club again. I don't suppose anyone will notice.



>>> I'm sure some of us have some slightly richer looking wood floor macros lying
>>> about. ;)
>>>
>> As I implied to Thomas. The studio is a very old scene. At least ten
>> years old if I made it in Moray. So any contributions are welcome. :-)
> 
> I'll see what I can isolate from the Secret Passage scene.
> You'd think there would be a well developed wood floor macro or include file -
> and having had to write the code to make an acceptable wood floor, I can see why
> there might not be one.
> 

There is one to lay cobblestones/bricks in regular patterns but not for 
floors. As far as I know.

I think I would want parquet flooring for my dance studio. None of those 
big planks with gaps and splinters. :P

"Stand up for your feet and your feet will stand up for you." One of my 
maxims in life. :)

>>> Is there a way to light the room with HDRI?
>>> Maybe just surround the room with one and add no_shadow?
>>
>> I'm not too keen on that idea. I don't think it would work with three
>> walls of mirrors.
> 
> I think you miss my point -
> I was thinking about using the HDR _only_ as a light source - the image wouldn't
> be visible in the scene at all (unless you had windows).

I still don't see it for an inside scene. Not going from the HDR images 
I've seen. But if you can find what looks like a suitable one. I'll give 
it a go.

Since you gave me the idea for my next masterpiece. ;) I will use HDR in 
"Dirk Dance, for the Elder Races". I have a couple of ideas for the Kelpie.


> I have very little experience with HDR, so perhaps someone could comment on how
> that might best be implemented, if at all.
>
> 
>> * I have no idea why in this image the wings and clothes did not show.
>> With the render time they should have been there.
> 
> Because media.
> That's why media drives me crazy.
> 

I have to relearn it every time I stop using it. It will stick one of 
these days.

>> I had two other unexpected results yesterday that has set me back a bit.
> 
> And that's always the case, isn't it - there's always _something_ to start a
> cascade of stumbling blocks.
> 
> 

This is making me doubt my sanity. I'll strip the scene down to it's 
essentials and see what's going on.


-- 

Regards
     Stephen


Post a reply to this message

From: clipka
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 09:13:41
Message: <5a0d9d15$1@news.povray.org>
Am 16.11.2017 um 12:43 schrieb Bald Eagle:

> I think you miss my point -
> I was thinking about using the HDR _only_ as a light source - the image wouldn't
> be visible in the scene at all (unless you had windows).
> I have very little experience with HDR, so perhaps someone could comment on how
> that might best be implemented, if at all.

HDRI illumination is just a poor man's substitute for a proper scene. So
if you already have a complete room, there's no point in using HDRI for
illumination. (As a matter of fact it would be counter-productive, as it
would illuminate the objects in a way that wouldn't match the scenes.)


Post a reply to this message

From: Bald Eagle
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 10:10:00
Message: <web.5a0daa1896756879c437ac910@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:

> HDRI illumination is just a poor man's substitute for a proper scene.

Indeed - but so many of us are poor - we have pockets empty of silver, jingling
round-tuits.

> So
> if you already have a complete room, there's no point in using HDRI for
> illumination.

Well...
I might not go that far - I thought that the whole idea with a light probe was
the high dynamic range.
Perhaps there's a way to achieve the same effect with a "proper scene" - but I'd
probably need a tutorial.

> (As a matter of fact it would be counter-productive, as it
> would illuminate the objects in a way that wouldn't match the scenes.)

True, but I was thinking that there were warehouse HDRI's out there that might
be roughly equivalent to the dance studio.

Also - some of the best images are often the least "realistic".


Post a reply to this message

From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 13:17:49
Message: <5a0dd64d$1@news.povray.org>
On 16/11/2017 14:13, clipka wrote:
> Am 16.11.2017 um 12:43 schrieb Bald Eagle:
> 
>> I think you miss my point -
>> I was thinking about using the HDR _only_ as a light source - the image wouldn't
>> be visible in the scene at all (unless you had windows).
>> I have very little experience with HDR, so perhaps someone could comment on how
>> that might best be implemented, if at all.
> 
> HDRI illumination is just a poor man's substitute for a proper scene. So
> if you already have a complete room, there's no point in using HDRI for
> illumination. (As a matter of fact it would be counter-productive, as it
> would illuminate the objects in a way that wouldn't match the scenes.)
> 

That's my gut feeling in English.

-- 

Regards
     Stephen


Post a reply to this message

From: Fractracer
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 14:20:01
Message: <web.5a0de49e9675687923dc70330@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

Nice. In the back mirror the wings seems to appear under the hairs...
How did you make this red hair? Meshes?


Post a reply to this message

From: clipka
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 15:04:21
Message: <5a0def45@news.povray.org>
Am 16.11.2017 um 16:09 schrieb Bald Eagle:

>> So
>> if you already have a complete room, there's no point in using HDRI for
>> illumination.
> 
> Well...
> I might not go that far - I thought that the whole idea with a light probe was
> the high dynamic range.
> Perhaps there's a way to achieve the same effect with a "proper scene" - but I'd
> probably need a tutorial.

Actually, the primary idea in "high dynamic range light probe" is the
light probe part -- having something for your objects to reflect and be
illuminated by, without having to actually model that something. The
"high dynamic range" part merely solves a bottleneck that limited the
usefulness of light probes, namely the quality at which they could be
stored in image files.

That bottleneck does not exist when your backdrop and illumination
source is a genuine scene rather than just a fancy picture.

As a matter of fact, you're benefiting from POV-Ray's internal high
dynamic range capabilities each time you use a classic light source with
a brightness value above 1. (Or even values below that, if you're using
the "albedo" syntax for specular highlights.)


Post a reply to this message

From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 15:59:48
Message: <5a0dfc44$1@news.povray.org>
On 16/11/2017 19:18, Fractracer wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
> Nice. In the back mirror the wings seems to appear under the hairs...
> How did you make this red hair? Meshes?
> 

Yes a standard Poser hair mesh. It takes no account of intersecting with 
other meshes,

-- 

Regards
     Stephen


Post a reply to this message

From: Kenneth
Subject: Re: Not Clothed in light. So partial nudity
Date: 16 Nov 2017 17:55:01
Message: <web.5a0e15d09675687989df8d30@news.povray.org>
>
> >>> Is there a way to light the room with HDRI?
> >>> Maybe just surround the room with one and add no_shadow?
> >>
> >> I'm not too keen on that idea. I don't think it would work with three
> >> walls of mirrors.
> >
> > I think you miss my point -
> > I was thinking about using the HDR _only_ as a light source - the
> > image wouldn't be visible in the scene at all (unless you had windows).
>
> I still don't see it for an inside scene. Not going from the HDR images
> I've seen. But if you can find what looks like a suitable one. I'll give
> it a go.
>

Clipka wrote...
> HDRI illumination is just a poor man's substitute for a proper scene. So
> if you already have a complete room, there's no point in using HDRI for
> illumination. (As a matter of fact it would be counter-productive, as it
> would illuminate the objects in a way that wouldn't match the scenes.)

I'm still a virgin when it comes to trying out HDRI... but Clipka's comments
raise some questions for me (or else/maybe they clarify something that I've
always wondered about.)

My assumption of HDRI has always been that it's basically meant to take the
place of scene lights-- and that it's *most* useful for Sun-lit scenes-- i.e., a
light probe image with the Sun actually visible. (OR, something like an indoor
light probe with several candles as the only illumination.) And that the
rendered scene uses the MUCH-brighter Sun (or small candle flames) *as* the
*distinct* light source(s)-- those sources naturally casting scene-object
shadows as if they are actual bright lights-- and with the rest of the light
probe image functioning more or less as a straight environnment map, for the
remaining soft lighting. (Like typical radiosity results when using a
low-dynamic range image on a large sphere.) In other words, the only real reason
for an HDRI light probe would be for its VERY bright lights, relative to the
rest of its image.

That's my own naive understanding, anyway.

For an enclosed room like the dance hall, it seems to me that a typical LDR
image-plus-radiosity would give equally realistic results (unless the room
contained a SUPER-bright light somewhere.)


Post a reply to this message

From: dick balaska
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 00:00:47
Message: <5a0e6cff$1@news.povray.org>
Am 11/16/2017 03:59 PM, also sprach Stephen:
> On 16/11/2017 19:18, Fractracer wrote:
>> Stephen <mca### [at] aolcom> wrote:
>>
>> Nice. In the back mirror the wings seems to appear under the hairs...
>> How did you make this red hair? Meshes?
>>
> 
> Yes a standard Poser hair mesh. It takes no account of intersecting with 
> other meshes,
> 

That hair looks phenomenal from a distance. I thought you had 
photoshopped it in for a second. ;)

-- 
dik


Post a reply to this message

From: Thomas de Groot
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 02:54:00
Message: <5a0e9598@news.povray.org>
On 16-11-2017 13:31, Thomas de Groot wrote:
> On 16-11-2017 11:24, Stephen wrote:
>> On 16/11/2017 02:23, Bald Eagle wrote:
>>> Enhancements:
> [snip]
>>> I'm sure some of us have some slightly richer looking wood floor 
>>> macros lying
>>> about. ;)
>>>
>> As I implied to Thomas. The studio is a very old scene. At least ten 
>> years old if I made it in Moray. So any contributions are welcome. :-)
> 
> I have a macro, modified from work by Dan Hentschel in 2004. I shall put 
> it in p.b.utilities.
> 

This is what it does.


-- 
Thomas


Post a reply to this message


Attachments:
Download 'dh_woodfloor_2.png' (495 KB)

Preview of image 'dh_woodfloor_2.png'
dh_woodfloor_2.png


 

From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 05:43:57
Message: <5a0ebd6d$1@news.povray.org>
On 17/11/2017 07:53, Thomas de Groot wrote:
> On 16-11-2017 13:31, Thomas de Groot wrote:
>> On 16-11-2017 11:24, Stephen wrote:
>>> On 16/11/2017 02:23, Bald Eagle wrote:
>>>> Enhancements:
>> [snip]
>>>> I'm sure some of us have some slightly richer looking wood floor 
>>>> macros lying
>>>> about. ;)
>>>>
>>> As I implied to Thomas. The studio is a very old scene. At least ten 
>>> years old if I made it in Moray. So any contributions are welcome. :-)
>>
>> I have a macro, modified from work by Dan Hentschel in 2004. I shall 
>> put it in p.b.utilities.
>>
> 
> This is what it does.
> 
> 

That looks good.

-- 

Regards
     Stephen


Post a reply to this message

From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 05:56:58
Message: <5a0ec07a$1@news.povray.org>
On 16/11/2017 22:48, Kenneth wrote:
>>
>>>>> Is there a way to light the room with HDRI?
>>>>> Maybe just surround the room with one and add no_shadow?
>>>>
>>>> I'm not too keen on that idea. I don't think it would work with three
>>>> walls of mirrors.
>>>
>>> I think you miss my point -
>>> I was thinking about using the HDR _only_ as a light source - the
>>> image wouldn't be visible in the scene at all (unless you had windows).
>>
>> I still don't see it for an inside scene. Not going from the HDR images
>> I've seen. But if you can find what looks like a suitable one. I'll give
>> it a go.
>>
> 
> Clipka wrote...
>> HDRI illumination is just a poor man's substitute for a proper scene. So
>> if you already have a complete room, there's no point in using HDRI for
>> illumination. (As a matter of fact it would be counter-productive, as it
>> would illuminate the objects in a way that wouldn't match the scenes.)
> 
> I'm still a virgin when it comes to trying out HDRI... but Clipka's comments
> raise some questions for me (or else/maybe they clarify something that I've
> always wondered about.)
> 
> My assumption of HDRI has always been that it's basically meant to take the
> place of scene lights-- and that it's *most* useful for Sun-lit scenes-- i.e., a
> light probe image with the Sun actually visible. (OR, something like an indoor
> light probe with several candles as the only illumination.) And that the
> rendered scene uses the MUCH-brighter Sun (or small candle flames) *as* the
> *distinct* light source(s)-- those sources naturally casting scene-object
> shadows as if they are actual bright lights-- and with the rest of the light
> probe image functioning more or less as a straight environnment map, for the
> remaining soft lighting. (Like typical radiosity results when using a
> low-dynamic range image on a large sphere.) In other words, the only real reason
> for an HDRI light probe would be for its VERY bright lights, relative to the
> rest of its image.
> 
> That's my own naive understanding, anyway.
> 

Mine too.

> For an enclosed room like the dance hall, it seems to me that a typical LDR
> image-plus-radiosity would give equally realistic results (unless the room
> contained a SUPER-bright light somewhere.)
> 
> 
 From what I've seen of studios. They are either at the top of a 
building with large windows and maybe two mirrored walls. Or have no 
windows and rely totally on artificial light. Giving a even a light as 
possible.
I don't think it would work in this scene. But if you find one that 
could be appropriate. I'll run it overnight.

-- 

Regards
     Stephen


Post a reply to this message

From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 06:09:39
Message: <5a0ec373$1@news.povray.org>
On 17/11/2017 05:00, dick balaska wrote:
> Am 11/16/2017 03:59 PM, also sprach Stephen:
>> On 16/11/2017 19:18, Fractracer wrote:
>>> Stephen <mca### [at] aolcom> wrote:
>>>
>>> Nice. In the back mirror the wings seems to appear under the hairs...
>>> How did you make this red hair? Meshes?
>>>
>>
>> Yes a standard Poser hair mesh. It takes no account of intersecting 
>> with other meshes,
>>
> 
> That hair looks phenomenal from a distance. I thought you had 
> photoshopped it in for a second. ;)
> 

Yes it does look good. It is a Poser character called Amarseda Hair. I 
had to use extreme settings to get it to go back with as few 
intersections as possible.
There were several girls in my school with hair that colour. Their 
tempers were about the same. ;-)


-- 

Regards
     Stephen


Post a reply to this message

From: Bald Eagle
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 08:00:01
Message: <web.5a0edc2e96756879c437ac910@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

> > > I'm sure some of us have some slightly richer looking wood floor macros lying
> > > about. ;)
> > >
> > As I implied to Thomas. The studio is a very old scene. At least ten
> > years old if I made it in Moray. So any contributions are welcome. :-)
>
> I'll see what I can isolate from the Secret Passage scene.
> You'd think there would be a well developed wood floor macro or include file -
> and having had to write the code to make an acceptable wood floor, I can see why
> there might not be one.


This probably needs to be prettied up to make it generally useful, but see how
this works.   (you may have to translate the floor -y*16*12)


// Planked Hardwood Floor with borders
// Bill Walker "Bald Eagle"  2014
// Some textures based on code supplied by Thomas deGroot
// and Nicolas Rougier
//
http://news.povray.org/povray.binaries.images/message/%3C54367691%241%40news.povray.org%3E/#%3C54367691%241%40news.povr
ay.org%3E

//--------------------------------------------------------------------------
#version 3.7;

//##########################################################################
//######################## CONTROL PANEL SETTINGS ##########################
//##########################################################################


//##########################################################################
//##########################################################################
global_settings{
 assumed_gamma 1.0
 ambient_light rgb 0
 max_trace_level 7
 #if (Radiosity)
  radiosity {
   pretrace_start 1 //  0.08
   pretrace_end   1 //  0.04  //  0.01
   count 35    //  150
   nearest_count 5   //  10
   error_bound 1.8  //  0.5
   recursion_limit 2
   low_error_factor 0.5
   gray_threshold 0.0
   minimum_reuse 0.015   //  0.005
   maximum_reuse 0.2
   brightness 1
   adc_bailout 0.01    //  0.005
  }  // end radiosity block
 #else
 #end
  }// end global settings


#include "colors.inc"
#include "functions.inc"
#include "math.inc"
#include "metals.inc"
#include "rand.inc"
//#include "screen.inc"  //  perspective camera only
#include "shapes.inc"
#include "shapes2.inc"
#include "textures.inc"
#include "transforms.inc"
#include "woods.inc"

#declare Feet = 12;


  #declare Camera_Position = < -1.5*Feet, (18+6)*Feet,  -9*Feet> ;  // front
view
  #declare Camera_Look_At  = <  2*Feet,  16 *  Feet,  18*Feet> ;
  #declare Camera_Angle    =  65 ;

 camera {
  location Camera_Position
         right    x*image_width/image_height
         angle    Camera_Angle
         look_at  Camera_Look_At
  }

light_source {<1500, 750, -200> color rgb <1, 0.8, 0>*5}  //  Sun

 light_source {<0*Feet, 25*Feet, 4*Feet> color rgb <1, 1, 1>*0.3}

#declare PlankNormal = normal { gradient x 2
    slope_map {
     [0.00 <0, 1>]
     [0.05 <1, 0>]
     [0.95 <1, 0>]
     [1.00 <0,-1>]
     }
    scale 2
    };

#declare Tone = 1;
#declare YRotate = 0;

#declare DarkWood= rgb <71, 35, 1>;

//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

/*
#declare OakFloor = texture {
   pigment {bozo scale <1, 1, 10>
   color_map {
   //[0.4 rgb <0.9, 0.7, 0.4> * Tone]
   //[0.6 rgb <1.0, 0.8, 0.6> * Tone]
   [0.0 rgb <121/255,  52/255, 13/255> * Tone]
   [0.2 rgb <142/255,  73/255, 18/255> * Tone]
   [0.4 rgb <184/255, 115/255, 48/255> * Tone]

   [0.6 rgb <157/255,  81/255, 23/255> * Tone]
   [0.8 rgb <108/255,  45/255,  4/255> * Tone]
   [1.0 rgb <156/255,  72/255, 26/255> * Tone]
   }
  turbulence 0.5
  scale <1, 1, 10> * 0.5
  rotate y*YRotate
  }
 normal {
  average normal_map {
     [1 PlankNormal]
     [1 wood 0.5
      slope_map {
      [0.0 <0.0, 0>]
      [0.5 <0.5, 1>]
      [1.0 <1.0, 0>]
      }  // end slope map
     turbulence 0.5 scale <1, 1, 10> * 0.5]
    }  // end normal map
    rotate y * YRotate
  }  // end normal
   finish { specular 0.2 reflection 0.1 }  //  finish { specular 0.5 reflection
0.2 }
 }  // end texture
*/

//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

#declare Tone = <1.2, 1.2, 0.3>;
#declare OakFloor =
texture {
    pigment {
     wood
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone]
       [0.2 srgb <142,  73, 18>/255 * Tone]
       [0.4 srgb <184, 115, 48>/255 * Tone]
       [0.6 srgb <157,  81, 23>/255 * Tone]
       [0.8 srgb <108,  45,  4>/255 * Tone]
       [1.0 srgb <156,  72, 26>/255 * Tone]
     }
     warp {turbulence <0.6, 0.1, 0.1>}
     scale <1, 1, 10>*0.5
     scale 0.3
     rotate 1*x
     rotate y*10
   }
}

//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

//============= NR_Wood (2003) =============
#declare NR_wood_grain =
pigment {
   wood
   warp {cylindrical orientation y dist_exp 1}
   warp {turbulence 1.25}
   scale <0.5, 30, 1>
   warp {turbulence 0.25}
   scale <1, 10, 1>
   warp {
     black_hole <0, 0.5, 0>, 1
     falloff 2
     strength 1.5
     repeat 7
     turbulence 2
     inverse
   }
}

#declare NR_wood_normal =
function {
   pigment {
     wood
     warp {cylindrical orientation y dist_exp 1}
     warp {turbulence 1.25}
     scale <0.5, 30, 1>
     warp {turbulence 0.25}
     scale <1, 5, 1>
     color_map {[0 rgb <0, 0, 0>] [1 rgb <1, 1, 1>]}
   }
}

#declare NR_woodmap =
color_map {
     [0.00 srgb <0.949, 0.792, 0.514 >]
     [0.30 srgb <0.855, 0.651, 0.376 >]
     [0.60 srgb <0.831, 0.596, 0.275 >]
     [0.90 srgb <0.620, 0.447, 0.204 >]
}

#declare Tone = <1.2, 1.2, 0.3>;
#declare NR_woodmap2 =
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone]
       [0.1 srgb <142,  73, 18>/255 * Tone]
       [0.3 srgb <184, 115, 48>/255 * Tone]
       [0.8 srgb <157,  81, 23>/255 * Tone]
       //[0.8 srgb <108,  45,  4>/255 * Tone]
       [1.0 srgb <156,  72, 26>/255 * Tone]
     }

#declare Tone2 = Tone * 1.05;
#declare NR_woodmap3 =
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone2]
       [0.1 srgb <142,  73, 18>/255 * Tone2]
       [0.3 srgb <184, 115, 48>/255 * Tone2]
       [0.8 srgb <157,  81, 23>/255 * Tone2]
       //[0.8 srgb <108,  45,  4>/255 * Tone2]
       [1.0 srgb <156,  72, 26>/255 * Tone2]
     }

#declare Tone3 = Tone * 0.95;
#declare NR_woodmap4 =
     color_map {
       [0.0 srgb <121,  52, 13>/255 * Tone3]
       [0.1 srgb <142,  73, 18>/255 * Tone3]
       [0.3 srgb <184, 115, 48>/255 * Tone3]
       [0.8 srgb <157,  81, 23>/255 * Tone3]
       //[0.8 srgb <108,  45,  4>/255 * Tone3]
       [1.0 srgb <156,  72, 26>/255 * Tone3]
     }

#declare FloorNormal = 0.8;

#declare NR_Wood =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap2}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*FloorNormal
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}

#declare NR_Wood2 =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap3}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*FloorNormal
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}

#declare NR_Wood3 =
texture {
   pigment {NR_wood_grain
     color_map {NR_woodmap4}
     ramp_wave
   }
   normal {
     function {NR_wood_normal(x,y,z).grey*FloorNormal
     }
   }
   finish {diffuse 0.6 specular 0.1 roughness 0.005}
}
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)
//(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)(o)
(o)

//#declare OakFloor = texture {NR_Wood scale 1 rotate <90, 0, 0>};

#declare HalfWidth    =  19.0;
#declare MortarScale  =  0.99;  //  0.995;
#declare TunnelRadius =  1.5;
#declare RoomWidth    =  9.0;
#declare PlankScale   =  1.78;

//|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
||

#declare FloorBorder =
union {
 #declare BorderSize = 2;
 //Left
 box {<-(RoomWidth*Feet)+0, -0.1, -9*Feet>, <-(RoomWidth*Feet)+(2*BorderSize),
2.0, 18*Feet> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+(2*BorderSize), -0.1, -9*Feet>,
<-(RoomWidth*Feet)+(6*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52,
13>/255 * Tone3}}//texture {NR_Wood3 scale 1 rotate <90, 0, 0>}}

 #declare BlockRow = -(9*Feet);
 #declare Alternate = 1;
 #while (BlockRow < (18*Feet))
  #if (Alternate > 0)
   box {<-(RoomWidth*Feet)+(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<-(RoomWidth*Feet)+(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood
scale 1 rotate <90, 90, 0>}}
  #else
   box {<-(RoomWidth*Feet)+(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<-(RoomWidth*Feet)+(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood2
scale 1 rotate <90, 90, 0>}}
  #end
  #declare BlockRow = BlockRow + (1*BorderSize);
  #declare Alternate = -Alternate;
 #end
 box {<-(RoomWidth*Feet)+(6.0*BorderSize), -0.1, -9*Feet>,
<-(RoomWidth*Feet)+(7.5*BorderSize), 2.0, 18*Feet> texture {NR_Wood2 scale 1
rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+(7.5*BorderSize), -0.1, -9*Feet>,
<-(RoomWidth*Feet)+(8.0*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52,
13>/255 * Tone3}}

 // Right
 box {<(RoomWidth*Feet)-0, -0.1, -9*Feet>, <(RoomWidth*Feet)-(2*BorderSize),
2.0, 18*Feet> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
 box {<(RoomWidth*Feet)-(2*BorderSize), -0.1, -9*Feet>,
<(RoomWidth*Feet)-(6*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52, 13>/255
* Tone3}}//texture {NR_Wood3 scale 1 rotate <90, 0, 0>}}

 #declare BlockRow = -(9*Feet);
 #declare Alternate = 1;
 #while (BlockRow < (18*Feet))
  #if (Alternate > 0)
   box {<(RoomWidth*Feet)-(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<(RoomWidth*Feet)-(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood
scale 1 rotate <90, 90, 0>}}
  #else
   box {<(RoomWidth*Feet)-(2*BorderSize+0.25), -0.1, BlockRow+0.25>,
<(RoomWidth*Feet)-(6*BorderSize-0.25), 2.1, BlockRow+1.75> texture {NR_Wood2
scale 1 rotate <90, 90, 0>}}
  #end
  #declare BlockRow = BlockRow + (1*BorderSize);
  #declare Alternate = -Alternate;
 #end
 box {<(RoomWidth*Feet)-(6*BorderSize), -0.1, -9*Feet>,
<(RoomWidth*Feet)-(7.5*BorderSize), 2.0, 18*Feet> texture {NR_Wood2 scale 1
rotate <90, 0, 0>}}
 box {<(RoomWidth*Feet)-(7.5*BorderSize), -0.1, -9*Feet>,
<(RoomWidth*Feet)-(8*BorderSize), 2.0, 18*Feet> pigment {srgb <121,  52, 13>/255
* Tone3}}

 //--------------------------------------------------------------------------------------------------------------------
-----------------------------------
 // Back
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-0>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(2*BorderSize)> texture {NR_Wood2 scale 1
rotate <90, 90, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-(2*BorderSize)>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(6*BorderSize)> pigment {srgb <121,  52,
13>/255 * Tone3}}
 #declare BlockRow = -(RoomWidth*Feet)+12;
 #declare Alternate = 1;
 #while (BlockRow < (RoomWidth*Feet)-12)
  #if (Alternate > 0)
   box {<BlockRow+0.25, -0.1, 18*Feet-(2*BorderSize+0.25)>, <BlockRow+1.75, 2.1,
18*Feet-(6*BorderSize)-0.25> texture {NR_Wood  scale 1 rotate <90, 0, 0>}}
  #else
   box {<BlockRow+0.25, -0.1, 18*Feet-(2*BorderSize+0.25)>, <BlockRow+1.75, 2.1,
18*Feet-(6*BorderSize)-0.25> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
  #end
  #declare BlockRow = BlockRow + (1*BorderSize);
  #declare Alternate = -Alternate;
 #end
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-(6.0*BorderSize)>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(7.5*BorderSize)> texture {NR_Wood2 scale 1
rotate <90, 90, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, 18*Feet-(7.5*BorderSize)>,
<(RoomWidth*Feet)-12, 2.0, 18*Feet-(8*BorderSize)> pigment {srgb <121,  52,
13>/255 * Tone3}}

 // Front
 box {<-(RoomWidth*Feet)+12, -0.1, -9*Feet+0>, <(RoomWidth*Feet)-12, 2.0,
-9*Feet+4> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, -9*Feet+4>, <(RoomWidth*Feet)-12, 2.0,
-9*Feet+8> texture {NR_Wood3 scale 1 rotate <90, 0, 0>}}
 box {<-(RoomWidth*Feet)+12, -0.1, -9*Feet+8>, <(RoomWidth*Feet)-12, 2.0,
-9*Feet+12> texture {NR_Wood2 scale 1 rotate <90, 0, 0>}}

 translate y*18*Feet
}  // end union


//  Wood Floor building loop
#debug "Building Floor \n"

#declare BL   = seed (113);
#declare Rx   = seed (356);
#declare Ry   = seed (876);
#declare Rz   = seed (159);
#declare Flip = seed (542);
#declare Offset = 10*Feet;

#declare Floor =
union {
 #declare Row = -RoomWidth*Feet;
 #while (Row < RoomWidth*Feet)
  #debug concat("Building Row#", str(Row, 3, 0), " \n")
  //#debug concat("Center: <" vstr (3, Middle, ", ", 0, 1), ">, Radius:",
str(Radius, 3, 4), " \n")
  #declare OverallLength = 0;
  #declare BoardNo = 1;
  #while (OverallLength < 27)
   #declare RotY = SRand(BL)*5;
   #declare Randx = rand(Rx) * Offset;
   #declare Randy = rand(Ry) * Offset;
   #declare Randz = rand(Rz) * Offset;
   #declare BoardLength = (int(rand (BL)*4)+1)*3;
   #if (rand (Flip) > 0.5)
    #declare Amt = 180;
   #else
    #declare Amt = 0;
   #end

   #if (rand (Flip) < 0.3)
    #declare OakFloor = texture {NR_Wood scale 1 rotate <90, 0, 0>};
   #elseif (rand (Flip) > 0.6)
    #declare OakFloor = texture {NR_Wood2 scale 1 rotate <90, 0, 0>};
   #else
    #declare OakFloor = texture {NR_Wood3 scale 1 rotate <90, 0, 0>};
   #end

   #debug concat("Board#", str(BoardNo, 3, 0)," | Rotation:", str(Amt+RotY, 3,
0), " | Overall:", str(OverallLength, 3, 0)," \n")
   #declare FloorPlank = box {<Row, 0, (OverallLength-9)*Feet>, <Row+4 -
(rand(Rx)*(1/4)), 1.99, ((OverallLength-9+BoardLength)*Feet) -
(rand(Rz)*(1/8))>}
   object {FloorPlank texture {OakFloor rotate y*RotY translate <Randx, Randy,
Randz>} }
   #declare OverallLength = OverallLength + BoardLength;
   #declare BoardNo = BoardNo + 1;
  #end
 #declare Row = Row + 4;
 #end
 box {<-RoomWidth*Feet, (18*Feet), -9*Feet>, <RoomWidth*Feet, (18*Feet)+1.99,
18*Feet>
  texture {OakFloor} texture {pigment {rgbt <0, 0, 0, 0.4>}} }  //  Dark cracks
between floorboards

}  // end union




object {Floor translate y*18*Feet}

object {FloorBorder}


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 08:48:00
Message: <5a0ee890$1@news.povray.org>
On 17/11/2017 12:55, Bald Eagle wrote:
> This probably needs to be prettied up to make it generally useful, but see how
> this works.   (you may have to translate the floor -y*16*12)

Thanks, that looks good. I'll need to modify it a bit as B3D doesn't 
handle functions. But that shouldn't be too hard.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 17 Nov 2017 08:52:58
Message: <5a0ee9ba@news.povray.org>
On 16/11/2017 10:24, Stephen wrote:
> * I have no idea why in this image the wings and clothes did not show. 
> With the render time they should have been there.


Oops! the camera was inside the media container.

This is what it was meant to be like. After taking two hours with no AA 
nor mirrors. I am posting it. ;-)



-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Not Clothed in light. So partial nudity
Date: 18 Nov 2017 03:12:55
Message: <5a0feb87$1@news.povray.org>
On 17-11-2017 13:55, Bald Eagle wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> 
>>>> I'm sure some of us have some slightly richer looking wood floor macros lying
>>>> about. ;)
>>>>
>>> As I implied to Thomas. The studio is a very old scene. At least ten
>>> years old if I made it in Moray. So any contributions are welcome. :-)
>>
>> I'll see what I can isolate from the Secret Passage scene.
>> You'd think there would be a well developed wood floor macro or include file -
>> and having had to write the code to make an acceptable wood floor, I can see why
>> there might not be one.
> 
> 
> This probably needs to be prettied up to make it generally useful, but see how
> this works.   (you may have to translate the floor -y*16*12)
> 
> 
> // Planked Hardwood Floor with borders
> // Bill Walker "Bald Eagle"  2014
> // Some textures based on code supplied by Thomas deGroot
> // and Nicolas Rougier
> //

So. I /totally/ forgot about this :-O

Well done indeed. I need to update some of my files I believe ;-)

-- 
Thomas


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From: Stephen
Subject: Re: Not Clothed in light. So partial nudity
Date: 19 Nov 2017 02:57:15
Message: <5a11395b@news.povray.org>
On 17/11/2017 12:55, Bald Eagle wrote:
> This probably needs to be prettied up to make it generally useful, but see how
> this works.   (you may have to translate the floor -y*16*12)

I managed to look at your code.
I worked my way through it correcting the wrap text/CR-LF errors, 
created by T/Bird. Then I substituted the Normals with their fancy 
Functions. (B3D cannot handle Functions.)
When I imported the macro into B3D it showed that the scaling of the 
studio is all to cock. So I will need to rebuild it before I can use 
your macro. That is a shame as the border looks good. For simplicity 
I've "borrowed" Warp's code from his "4 tips" tutorial and I've changed 
the scale of the model to make it fit in better with the furniture and 
props. So this will be the last image in this test.



-- 

Regards
     Stephen


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