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From: Gena Obukhov
Subject: Capriccio v.12
Date: 27 Apr 2003 21:59:05
Message: <3EAC8927.4807A17A@mail.com>
Painted houses on the left side of the street.
Reduced fog thickness.
Added textures suggested by Matti Karnaattu.

Gena.


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From: Jim Charter
Subject: Re: Capriccio v.12
Date: 27 Apr 2003 22:51:54
Message: <3eac974a@news.povray.org>
Gena Obukhov wrote:
> Painted houses on the left side of the street.
> Reduced fog thickness.
> Added textures suggested by Matti Karnaattu.
> 
> Gena.
> 
> 
> 
> ------------------------------------------------------------------------
> 
Beautiful job on those buildings, Gena.  I've been working on the figure 
in the near boat and a texture for the steps.  But I am finding that 
when I apply a normal to the steps, I get a lot of artifacts in the 
shadows on the front of the steps in the poster size version.


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From: Gena Obukhov
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 00:32:52
Message: <3EACAD37.E18B8EE@mail.com>
Jim Charter wrote:

> Beautiful job on those buildings, Gena.

Thanks Jim!

> I've been working on the figure
> in the near boat and a texture for the steps.  But I am finding that
> when I apply a normal to the steps, I get a lot of artifacts in the
> shadows on the front of the steps in the poster size version.

Those steps are in the foreground of the scene therefore it should be
detailed object. So maybe it would be better to use isosurfaces here.
Christoph Hormann is a master of isosurfaces :) Maybe he could help
here if he has time.

Gena.


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From: Jim Charter
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 01:07:12
Message: <3eacb700@news.povray.org>
Gena Obukhov wrote:
> 
> 
> Those steps are in the foreground of the scene therefore it should be
> detailed object. So maybe it would be better to use isosurfaces here.
> Christoph Hormann is a master of isosurfaces :) Maybe he could help
> here if he has time.
> 
> Gena.
> 
Fine with me!


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From: Fernando Gonzalez del Cueto
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 01:48:47
Message: <3eacc0bf$1@news.povray.org>
Those buildings now look MUCH better

Congrats,

Fernando.


news:3EAC8927.4807A17A@mail.com...
> Painted houses on the left side of the street.
> Reduced fog thickness.
> Added textures suggested by Matti Karnaattu.
>
> Gena.


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From: Steve
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 04:02:56
Message: <slrnbapntg.33h.steve@zeropps.org.uk>
On Sun, 27 Apr 2003 18:51:35 -0700, Gena Obukhov wrote:
> 
> Painted houses on the left side of the street.
> Reduced fog thickness.
> Added textures suggested by Matti Karnaattu.
> 

This has come a long way, but (there's always a but), all the textures 
(apart from the water), look too dry and unreflective, this may be caused
by the fog I don't know becasue I'm not the one who's rendering it.  It 
just looks asthough everything in the scene could do with a tiny touch of 
specular finish, things like brick and concrete have quite a lot of 
specular in them in real life.  I'm sure you know about all of this and 
it's probably on your list of things to do so don't take it as an attack or
insult. 

-- 
sphere{z*5,1pigment{rgb.5}finish{reflection.3specular.5}}box{<-50,-3,-50>
<50,-2,50>pigment{checker/*\__\\__/  * \_\\__*/scale 2}finish{ambient.7}}
light_source/*__\\__\\__\\__\\__\(    ~ )\__\\__\\__\\__\\*/{<2,5,1>*4,1} 
/*\\__\\__\\__\\__\\__\\__\\__\\__\~  -/__\\__\\__\\__\\__\\*//* Steve */


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From: Christoph Hormann
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 04:46:33
Message: <3EACEA69.ACBD0390@gmx.de>
Gena Obukhov wrote:
> 
> [...]
> 
> > I've been working on the figure
> > in the near boat and a texture for the steps.  But I am finding that
> > when I apply a normal to the steps, I get a lot of artifacts in the
> > shadows on the front of the steps in the poster size version.
> 
> Those steps are in the foreground of the scene therefore it should be
> detailed object. So maybe it would be better to use isosurfaces here.
> Christoph Hormann is a master of isosurfaces :) Maybe he could help
> here if he has time.

Yes, i already considered working on those steps.  I decided to submit the
scene i am currently working on myself to the IRTC - when this is finished
i will try to find some time for those steps.  

It's somewhat tricky because of the non-rectangular angles but it should
be possible.  

BTW, the bases of the houses in the original image seem to mainly consist
of quite rough bricks.  It could be a good idea to use heightfileds there
to get some structure.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______


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From: Ib Rasmussen
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 10:39:52
Message: <3EAD3DB9.5080903@ibras.dk>
Gena Obukhov wrote:

> Painted houses on the left side of the street.

Nice row of houses, although they seem a bit tall compared to the 
cathedral. They are covereing a good deal more of the left tower, than 
on the painting.

My work on the front of the cathedral is progressing. Slowly, but 
progressing.

/Ib


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From: Gena
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 13:02:07
Message: <3EAD5E97.EB4E06A2@mail.com>
Christoph Hormann wrote:

> BTW, the bases of the houses in the original image seem to mainly consist
> of quite rough bricks.  It could be a good idea to use heightfileds there
> to get some structure.

Yes, we can do that. Or maybe bump_map will be enough. We will see.

Gena.


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From: Gena
Subject: Re: Capriccio v.12
Date: 28 Apr 2003 13:05:41
Message: <3EAD5F6C.86F5C066@mail.com>
Steve wrote:

> This has come a long way, but (there's always a but), all the textures
> (apart from the water), look too dry and unreflective, this may be caused
> by the fog I don't know becasue I'm not the one who's rendering it.  It
> just looks asthough everything in the scene could do with a tiny touch of
> specular finish, things like brick and concrete have quite a lot of
> specular in them in real life.  I'm sure you know about all of this and
> it's probably on your list of things to do so don't take it as an attack or
> insult.

We will add either bump_maps to those buildings or make basements from
heightfields. First, we are trying to have all buildings in place then we can
make fine tuning of textures on those buildings.

Gena.


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