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"Hj. Malthaner" <han### [at] nospamgmxde> wrote:
> On 1/6/21 10:26 PM, Hj. Malthaner wrote:
> > Another scene that I dug out from the archive and which I'm trying to
> > update now. Most work went into the planet.
>
> Another update, mostly fine tuning of object positions and lighting.
>
> --
> Some of my PovRay works:
> https://www.deviantart.com/antarasol/gallery/42758766/3D
Yes, I also think it's better in every aspect... The closest reactors flame was
of a nice color but its shape was too geometric, best to see the contrasted nose
of modules... I keep looking at the picture and of course see new details to
pick:
The furthest planet (rocky one on the left, don't you think it's pattern is too
regular? I haven't used it much yet, but I would try the warp feature of
pattern modifiers, to give it a more cahotic look... And about the lighting
again, its too strong and flat: I think considering an ini file or command line
launch with display_gamma of around 2.2 or 2.5, if you just put all colors in
srgb and assumed_gamma 1.0 at start of globals (only the output image file
should be put back to 2.2 in gimp or whatever, after render if the final viewing
app shows it bad... But png probably wouldn't) Here is some tips for adapting
old scenes to new gamma maybe you've seen it already:
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
This will allow you to use and actually take enourmous advantage in such a
scene, of inverse power law (new in POV3.8 and the most realistic), for every
light :
fade_distance 0
(requires #version 3.8 directive at very top of the file)
Attenuation for the lights is never linear in reality and thus you can choose to
dim those main light with more control maybe lower or more focused angle,
letting radiosity kick in, especially if you put the deep space tone the darkest
kind of blue you can get instead of pure black. you'd get a less dark shadow but
still bigger contrasts inside of these penumbras > richer tones used overall.
I really enjoy the atmosphere of planet on the right.
And now I see the whole tree populated area inside of the donut, lot of work,
it's awesome! This would also show better if environment light outside the ship
gets lower! please please ! try it :-) One last detail, as much as i love the
crossing streaks of background white stars, having them smaller would do them
good. (The color values can go higher than 1.)
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On 1/8/21 3:26 PM, Mr wrote:
>
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
>
>
> This will allow you to use and actually take enourmous advantage in such a
> scene, of inverse power law (new in POV3.8 and the most realistic), for every
> light :
> fade_distance 0
Thanks. I didn't know of these changes. I've tried to convert the scene,
but there are some problems cause it uses files that are shared with
other scenes and I need to figure out a way to specify colors that will
work well in pre-3.7 scenes and also 3.8 scenes (maybe the srgb keyword
does, but I still will have to adjust the colors)
Seems there is some work waiting for me to update all the files. But
more realistic output is something I was looking for since a while. So
thanks again!
--
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
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On 1/8/21 3:26 PM, Mr wrote:
Here is some tips for adapting
> old scenes to new gamma maybe you've seen it already:
>
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
Implementing all suggestions will take some time. Not something I can do
in one evening. But I found some mistakes in ambient settings and some
more. Don't want to clog this server with data, so here's the link to
the version after the fixes.
https://www.deviantart.com/antarasol/art/New-Earth-Station-v-08-729424287
Thanks again! Wouldn't have spotted the problems without your
suggestions. Can't change the moon and stars easily, but I heard your
suggestions and I'm looking into solutions.
--
Hajo
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"Hj. Malthaner" <han### [at] nospamgmxde> wrote:
> On 1/8/21 3:26 PM, Mr wrote:
>
> Here is some tips for adapting
> > old scenes to new gamma maybe you've seen it already:
> >
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
>
> Implementing all suggestions will take some time. Not something I can do
> in one evening. But I found some mistakes in ambient settings and some
> more. Don't want to clog this server with data, so here's the link to
> the version after the fixes.
>
> https://www.deviantart.com/antarasol/art/New-Earth-Station-v-08-729424287
>
> Thanks again! Wouldn't have spotted the problems without your
> suggestions. Can't change the moon and stars easily, but I heard your
> suggestions and I'm looking into solutions.
>
> --
> Hajo
It was already a pretty cool image anyway. Thanks for sharing
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On 1/8/21 3:26 PM, Mr wrote:
>
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
>
>
> This will allow you to use and actually take enourmous advantage in such a
> scene, of inverse power law (new in POV3.8 and the most realistic), for every
> light :
> fade_distance 0
> (requires #version 3.8 directive at very top of the file)
Took quite some adjustments to light brightness and also some colors,
The result looks much more natural though. I think the gamma problem was
what made many of my scenes look strange somehow.
Maybe not the final version, but to show the difference I've attached
the version with assumed_gamma 1.0, file and display gamma 2.2
But it looked very bland with those settings so I used the color-curve
tool in GIMP to enhance the contrast.
--
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
Post a reply to this message
Attachments:
Download 'new_earth_station_v09-t.jpg' (642 KB)
Preview of image 'new_earth_station_v09-t.jpg'
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Hj. Malthaner wrote on 08/01/2021 01:17:
> On 1/6/21 10:26 PM, Hj. Malthaner wrote:
>> Another scene that I dug out from the archive and which I'm trying to
>> update now. Most work went into the planet.
>
> Another update, mostly fine tuning of object positions and lighting.
>
I really like the colors of the whole composition.
Paolo
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"Hj. Malthaner" <han### [at] nospamgmxde> wrote:
> On 1/8/21 3:26 PM, Mr wrote:
>
> >
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
> >
> >
> > This will allow you to use and actually take enourmous advantage in such a
> > scene, of inverse power law (new in POV3.8 and the most realistic), for every
> > light :
> > fade_distance 0
> > (requires #version 3.8 directive at very top of the file)
>
> Took quite some adjustments to light brightness and also some colors,
> The result looks much more natural though. I think the gamma problem was
> what made many of my scenes look strange somehow.
>
> Maybe not the final version, but to show the difference I've attached
> the version with assumed_gamma 1.0, file and display gamma 2.2
>
> But it looked very bland with those settings so I used the color-curve
> tool in GIMP to enhance the contrast.
>
> --
> Some of my PovRay works:
> https://www.deviantart.com/antarasol/gallery/42758766/3D
What you could use gimp for is to find the corrected color hues to gain back
lost saturation. Did you switch colors to srgb as well? Hue dynamics potential
is much greater. In fact it already shows in both planets, and the main ship
side light projectors. It's normal the image appears washed out at this stage.
Do not despair ! It's really going to be worth it.
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"Hj. Malthaner" <han### [at] nospamgmxde> wrote:
> On 1/8/21 3:26 PM, Mr wrote:
>
> >
http://wiki.povray.org/content/HowTo:Migrate_old_scenes_to_work_with_the_new_gamma_system
> >
> >
> > This will allow you to use and actually take enourmous advantage in such a
> > scene, of inverse power law (new in POV3.8 and the most realistic), for every
> > light :
> > fade_distance 0
> > (requires #version 3.8 directive at very top of the file)
>
> Took quite some adjustments to light brightness and also some colors,
> The result looks much more natural though. I think the gamma problem was
> what made many of my scenes look strange somehow.
>
> Maybe not the final version, but to show the difference I've attached
> the version with assumed_gamma 1.0, file and display gamma 2.2
>
> But it looked very bland with those settings so I used the color-curve
> tool in GIMP to enhance the contrast.
>
> --
> Some of my PovRay works:
> https://www.deviantart.com/antarasol/gallery/42758766/3D
a question, a point, and an opinion;
the question is, how did you make the diffraction spikes on the stars, if i may
ask.
the point i want to make is, you can see the shadows of the space station and
two spacecraft on the planet below. i am pretty sure you do not want that to
happen.
the opinion is, the composition would look nicer if the light source was off to
the side. the shadows on the space station would be more dramatic, also the two
planets. crescent moons are more interesting than full moons, i think. it
would automatically take care of the space station shadow too.
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On 1/11/21 8:57 PM, green wrote:
> a question, a point, and an opinion;
>
> the question is, how did you make the diffraction spikes on the stars, if i may
> ask.
In this scene I must admit, the stars are a bitmap (image_map).
Meanwhile I have a solution that works fully inside povray but I didn't
update the scene yet. I've attached an example that uses the real stars.
It actually places a good number of star shaped objects so that the
spikes are properly aligned. The star object is simple:
#macro O_PIXIE_STAR_RAY(ELONGATION)
object
{
Pyramid2
scale <1, ELONGATION, 1>
}
#end
#macro O_PIXIE_STAR_4(ELONGATION)
union
{
#local O_STAR_RAY = O_PIXIE_STAR_RAY(ELONGATION)
#local n = 0;
#while (n < 4)
object
{
O_STAR_RAY
rotate <n * 360/4, 0, 0>
}
#local n = n + 1;
#end
}
#end
With a color gradient that fades along the rays so the core is bright
and the tips are dim, these look quite nice. Povray can handle hundreds
of them without troubles.
> the point i want to make is, you can see the shadows of the space station and
> two spacecraft on the planet below. i am pretty sure you do not want that to
> happen.
Yes. But the planet is too close and small ... to get this right I'll
have to make the planet much bigger and realign planet moon station and
the flying shuttles. Was too much effort for the old scene, so I just
tried to move the shadow to a place where it didn't disturb too much.
> the opinion is, the composition would look nicer if the light source was off to
> the side. the shadows on the space station would be more dramatic, also the two
> planets. crescent moons are more interesting than full moons, i think. it
> would automatically take care of the space station shadow too.
I agree. Within the constraints of the scene both sun from left and sun
from right didn't work well, but in general you are right, the light
should come more from the side to give stronger contrast between lit and
shadow sides.
I'll keep this in mind though when I come back to update the scene more.
--
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
Post a reply to this message
Attachments:
Download 'jump_station-v1_9-t.jpg' (465 KB)
Preview of image 'jump_station-v1_9-t.jpg'
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On 1/11/21 3:56 PM, Paolo Gibellini wrote:
> Hj. Malthaner wrote on 08/01/2021 01:17:
>> On 1/6/21 10:26 PM, Hj. Malthaner wrote:
>>> Another scene that I dug out from the archive and which I'm trying to
>>> update now. Most work went into the planet.
> I really like the colors of the whole composition.
>
> Paolo
Thanks. Some day I'll try to rework the whole scene, try to get rid of
all the small problems it currently has.
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