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From: Joshua English
Subject: Shelf Scene
Date: 28 Jan 2001 20:54:59
Message: <3A74CD57.E1A655F2@spiritone.com>
This is part of a larger scene I'm working on. The candle has an
emitting media and an absorption value of 5, but it's still barley
visible. I also have an area light attached to the candle, and I hope
that scaling and translating it hasn't done too much damage to it.

I want to do more with the cross, but I'm not sure what I can do with
it. The plank is from the ISO wood include file. The book is is simple
csg with image maps, and the paper is a bicubic patch with uv mapping.

Any comments/suggestions?

Josh
eng### [at] spiritonecom
http://www.spiritone.com/~english


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From: Chris Huff
Subject: Re: Shelf Scene
Date: 28 Jan 2001 22:17:47
Message: <chrishuff-518590.22182528012001@news.povray.org>
In article <3A74CD57.E1A655F2@spiritone.com>, Joshua English 
<eng### [at] spiritonecom> wrote:

> This is part of a larger scene I'm working on. The candle has an
> emitting media and an absorption value of 5, but it's still barley
> visible. I also have an area light attached to the candle, and I hope
> that scaling and translating it hasn't done too much damage to it.
> 
> I want to do more with the cross, but I'm not sure what I can do with
> it. The plank is from the ISO wood include file. The book is is simple
> csg with image maps, and the paper is a bicubic patch with uv mapping.
> 
> Any comments/suggestions?

The perspective on the cross seems really strange...is it supposed to be 
resting on the square of wood at the bottom and leaning against the rock 
(?) wall? Try either making it stand straight or lean at less of an 
angle.
The scale of everything seems off...the book seems to be about 2 inches 
wide, but looks like it's meant to be a large, hard bound book. The wood 
square at the bottom looks like it's no more than 6 inches square, and 
the cross looks like it's made of toothpicks. I'd suggest you use a 
smaller scaled wood and increase the size of the book relative to the 
paper. Maybe make the table out of several planks, it looks like it is 
supposed to be roughly built.
The candle flame...sometimes you need really high density values, 
depending on the scale of your scene. Try tripling the emission and 
doubling the absorption.

And finally, the combination of straight and rough edges on the rock 
wall seems odd, and my eyes can't find the line where the wall meets the 
floor. And it looks like you have a high ambient on everything, making 
the scene appear washed out and lacking depth...try using ambient 0 on 
everything and use radiosity or a fill light at the camera location and 
about rgb 0.2-rgb 0.35 brightness. And the area light causes visible 
lines, maybe use a jitter value there.

Uh, well, that's all I can think of. Enough? ;-)

BTW, the light colored rock looks great, and the paper is perfect...

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Tony[B]
Subject: Re: Shelf Scene
Date: 28 Jan 2001 23:06:20
Message: <3a74ec3c@news.povray.org>
A bit flat there, but nice. I like the theme. ;)


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From: Marc-Hendrik Bremer
Subject: Re: Shelf Scene
Date: 29 Jan 2001 07:25:12
Message: <3a756128@news.povray.org>
Hi!

Nice concept, although there is still a lot of work to do.

For the flame I used once the following code and it worked quite well (even
if the shape and mapping itself is quite simple):
#declare Flamme =
difference{
 sphere{0, 0.5}
 sphere{<0, -0.3, 0>, 0.35}
 hollow
 pigment{ rgbt 1}
 interior{ media{ emission rgbf <3*2, 1.85*2, 0.1*2, 0.2>
    density{ cylindrical color_map{
       [0.3 rgb <1,1,0.5>]
       [1 rgb <0.2, 0.2, 4>]}
       turbulence 0.15}
       }
           media{ absorption rgbf (1-<3, 1.85, 0.1, 0.2>)
    density{ cylindrical color_map{
       [0.3 rgb <1,1,0.5>]
       [1 rgb <0.2, 0.2, 4>]}
       turbulence 0.15}
       }
    }
 scale<.7, 2.5, .7>
 scale 2
 }

You have to use two different media-statements to get the absorption right
and the high intensity of the media is important too IIRC, but I don't know
that for sure.
I think, the light_source in the candle has not the right colour and
intensity. And as you use Megapov  already apply "orient" to it (if you
don't have it already). Perhaps that will reduce the visible banding in the
cross' shadow. If you use a larger area for the area_light, you could let
the banding work for you since a candle flame is almost never at the same
position. Perhaps it'll look like same motion in it.

I would try to scale down the wood_pigment, the way it is now it looks like
everything is quite small. In addition, reduce the depth of the carvings in
the shelf itself.

Are those straight lines on the wall meant to be mortar? I hope that's not
the case but they are part of a bigger structure :-).
I would give the cross something to hold it upright. That tiny rounded piece
of wood seems not to be enough. Or is there an invisible support behind the
cross?

I like your wall's structure. Is it just an Iso with a granite pigment
function scaled down or something else?

I'm looking forward for the rest of your scene. The mood is already quite
nice.

Marc-Hendrik


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From: Josh English
Subject: Re: Shelf Scene
Date: 29 Jan 2001 07:25:58
Message: <3A756155.814B8DA0@spiritone.com>
Chris Huff wrote:

> In article <3A74CD57.E1A655F2@spiritone.com>, Joshua English
> <eng### [at] spiritonecom> wrote:
>
> > This is part of a larger scene I'm working on. The candle has an
> > emitting media and an absorption value of 5, but it's still barley
> > visible. I also have an area light attached to the candle, and I hope
> > that scaling and translating it hasn't done too much damage to it.
> >
> > I want to do more with the cross, but I'm not sure what I can do with
> > it. The plank is from the ISO wood include file. The book is is simple
> > csg with image maps, and the paper is a bicubic patch with uv mapping.
> >
> > Any comments/suggestions?
>
> The perspective on the cross seems really strange...is it supposed to be
> resting on the square of wood at the bottom and leaning against the rock
> (?) wall? Try either making it stand straight or lean at less of an
> angle.

It is supposed to be leaning against the wall. The edge of the cross is 0.4
units from the wall and it is 1 unit high. I had hoped to make the shadow
illustrate that. I'll work on it.

>
> The scale of everything seems off...the book seems to be about 2 inches
> wide, but looks like it's meant to be a large, hard bound book. The wood
> square at the bottom looks like it's no more than 6 inches square, and
> the cross looks like it's made of toothpicks. I'd suggest you use a
> smaller scaled wood and increase the size of the book relative to the
> paper. Maybe make the table out of several planks, it looks like it is
> supposed to be roughly built.

I'll work on that. The book is meant to be a smaller leather bound style
book, but it's a bit thick here.

>
> The candle flame...sometimes you need really high density values,
> depending on the scale of your scene. Try tripling the emission and
> doubling the absorption.

I'll keep upping it. I had no idea I had to go so high to make that flame
visible.. then I guess the next step is to make it look good ; )

>
> And finally, the combination of straight and rough edges on the rock
> wall seems odd, and my eyes can't find the line where the wall meets the
> floor. And it looks like you have a high ambient on everything, making
> the scene appear washed out and lacking depth...try using ambient 0 on
> everything and use radiosity or a fill light at the camera location and
> about rgb 0.2-rgb 0.35 brightness. And the area light causes visible
> lines, maybe use a jitter value there.

The floor isn't visible. It's a shelf with some darn near invisible braces.
The pattern on the wall is inexplicable. There are two crackle patterns with
the same densities, one of which has transparent bands in it, and the
surfaces are less than 0.1 units apart, but the patterns are vastly
different. I'll have to rework those into one surface.

>
>
> Uh, well, that's all I can think of. Enough? ;-)

Thanks for the advise. I'll try to get that scale problem fixed

>
>
> BTW, the light colored rock looks great, and the paper is perfect...

Thanks, for some reason the paper causes MacMegaPov to crash when it draws a
pixel for that paper on my G3, but on my older iMac it works. I suspect it
might have something to do with the tga file and the transparenct channel.

>
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Josh English
Subject: Re: Shelf Scene
Date: 29 Jan 2001 07:47:14
Message: <3A756653.B1982EA1@spiritone.com>
Thanks. I don't know why it looks so flat, though. I am worried that the
colors are too monotonous.

Josh

"Tony[B]" wrote:

> A bit flat there, but nice. I like the theme. ;)

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Josh English
Subject: Re: Shelf Scene
Date: 29 Jan 2001 08:03:57
Message: <3A756A3B.A303506F@spiritone.com>
Marc-Hendrik Bremer wrote:

> Hi!
>
> Nice concept, although there is still a lot of work to do.

Yeah, this is only part of a larger scene I plan on doing. My mother always told
me that I could make a mess of a monks cell, so I have to add a couple of old
coffee cups, a sock or two, several books of various sizes, stacks of paper..
the list goes on...

>
>
> For the flame I used once the following code and it worked quite well (even
> if the shape and mapping itself is quite simple):
> #declare Flamme =
> difference{
>  sphere{0, 0.5}
>  sphere{<0, -0.3, 0>, 0.35}
>  hollow
>  pigment{ rgbt 1}
>  interior{ media{ emission rgbf <3*2, 1.85*2, 0.1*2, 0.2>
>     density{ cylindrical color_map{
>        [0.3 rgb <1,1,0.5>]
>        [1 rgb <0.2, 0.2, 4>]}
>        turbulence 0.15}
>        }
>            media{ absorption rgbf (1-<3, 1.85, 0.1, 0.2>)
>     density{ cylindrical color_map{
>        [0.3 rgb <1,1,0.5>]
>        [1 rgb <0.2, 0.2, 4>]}
>        turbulence 0.15}
>        }
>     }
>  scale<.7, 2.5, .7>
>  scale 2
>  }
>

I'll give it a try.. thanks.

>
> You have to use two different media-statements to get the absorption right
> and the high intensity of the media is important too IIRC, but I don't know
> that for sure.
> I think, the light_source in the candle has not the right colour and
> intensity. And as you use Megapov  already apply "orient" to it (if you
> don't have it already). Perhaps that will reduce the visible banding in the
> cross' shadow. If you use a larger area for the area_light, you could let
> the banding work for you since a candle flame is almost never at the same
> position. Perhaps it'll look like same motion in it.
>
> I would try to scale down the wood_pigment, the way it is now it looks like
> everything is quite small. In addition, reduce the depth of the carvings in
> the shelf itself.

I'll have to learn more about ISO wood or not use it, I guess. It makes a nice
wood, but I'm not sure I'll need to use it for this scene, which is kind of a
shame.

>
>
> Are those straight lines on the wall meant to be mortar? I hope that's not
> the case but they are part of a bigger structure :-).
> I would give the cross something to hold it upright. That tiny rounded piece
> of wood seems not to be enough. Or is there an invisible support behind the
> cross?

The cross is supposed to be leaning against the wall. I had kind of hoped the
shadows would illustrate this more. Perhaps if I move a light a little it will
become more obvious

>
>
> I like your wall's structure. Is it just an Iso with a granite pigment
> function scaled down or something else?

It's two planes. One is rgb 1 with a grantie normal, and the other is a crackle
pattern with the texture and some transparency to show the mortar. I am hoping
to get rid of the straigt lines and wrinkled lines in it.

>
>
> I'm looking forward for the rest of your scene. The mood is already quite
> nice.

Thanks.


--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Christoph Hormann
Subject: Re: Shelf Scene
Date: 29 Jan 2001 10:47:42
Message: <3A75909E.7FAF03E3@gmx.de>
Joshua English wrote:
> 
> This is part of a larger scene I'm working on. The candle has an
> emitting media and an absorption value of 5, but it's still barley
> visible. I also have an area light attached to the candle, and I hope
> that scaling and translating it hasn't done too much damage to it.
> 
> I want to do more with the cross, but I'm not sure what I can do with
> it. The plank is from the ISO wood include file. The book is is simple
> csg with image maps, and the paper is a bicubic patch with uv mapping.
> 
> Any comments/suggestions?
> 

Nice to see my include file in action :-) I would suggest scaling the
pattern down a bit and maybe some rotation.

The rocks look really nice, some radiosity could be good, but it would
slow down things of course.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Josh English
Subject: Re: Shelf Scene
Date: 29 Jan 2001 11:09:35
Message: <3A7595C0.DDCCFD24@spiritone.com>
Christoph Hormann wrote:

> Joshua English wrote:
> >
> > This is part of a larger scene I'm working on. The candle has an
> > emitting media and an absorption value of 5, but it's still barley
> > visible. I also have an area light attached to the candle, and I hope
> > that scaling and translating it hasn't done too much damage to it.
> >
> > I want to do more with the cross, but I'm not sure what I can do with
> > it. The plank is from the ISO wood include file. The book is is simple
> > csg with image maps, and the paper is a bicubic patch with uv mapping.
> >
> > Any comments/suggestions?
> >
>
> Nice to see my include file in action :-) I would suggest scaling the
> pattern down a bit and maybe some rotation.

So should I simply increase the rotation value, or will it take a vector?

>
>
> The rocks look really nice, some radiosity could be good, but it would
> slow down things of course.

Yeah, I am thinking that I will need to do an isosurface to get this to work
the way I want with radiosity to keep the bumpy look to things, otherwise it
will look flat

>
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmxde>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/

--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/


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From: Christoph Hormann
Subject: Re: Shelf Scene
Date: 29 Jan 2001 11:22:09
Message: <3A7598B0.68F46D0@gmx.de>
Josh English wrote:
> 
> So should I simply increase the rotation value, or will it take a vector?
> 

No, just a float value, it is multiplied with a random factor, so it
depends on the 'seed' value.  

You can also use an already rotated pigment.  

> 
> Yeah, I am thinking that I will need to do an isosurface to get this to work
> the way I want with radiosity to keep the bumpy look to things, otherwise it
> will look flat
> 

Not necessarily if you use 'normal on' in the radiosity block.  Anyway, if
there are shadows involved, an isosurface is better.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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