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Przemek Loesch wrote:
>>I'm thinking you could import the car with PoseRay then in each of the
>>include files for each of the cars, add a #include to the top of the
>>file to bring in the materials for each indv. car...
>>
>>Just a thought.
>>
>>--
>>~Mike
>
>
> Yes, it will work in this way but this solution has two disadvantages:
> 1. You have to parse the file one more time for each object and this is time
> consuming when the model is large.
> 2. Each copy of the object has to be declared with unique name and requires
> new memory. When the number of copies is large it is a problem.
>
> Przemek
The other alternative is to separate and export geometry by material (I
don't remember if Poseray allows such a think, but I know you can
seprate things by materials in something like Wings. Then export from
poseray w/o material, (export the rest with their original materials),
then you have it. You can create instances of the same object, applying
a texture to each instance.
--
~Mike
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"Sleazy Saint" <Oll### [at] aol com> wrote:
> In my Architecture class, we had contests to see how quickly we could get
> Autocad to crash. Good times.
>
> It looks good, and the building looks great, but I agree that it would be
> nice to make it look more realistic.
Here is another picture.
How do you think - what needs to be changed and how to make it looks more
realistic?
- textures?
- lighting (radiosity)?
- reflection/specular settings?
- trees and grass?
- sky and clouds?
Any suggestions will be appreciated.
Przemek
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Attachments:
Download 'np02.jpg' (136 KB)
Preview of image 'np02.jpg'
![np02.jpg](/povray.binaries.images/attachment/%3Cweb.41dc31707fd832bfb0aac12c0%40news.povray.org%3E/np02.jpg?preview=1)
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"Przemek Loesch" <nomail@nomail> wrote in message
news:web.41dc24717fd832bfb0aac12c0@news.povray.org...
> Straight Autocad - the good old 2002. I haven't been working with any
> version of ADT so far. Maybe it is high time to give it a try - the new
> ADT
> 2005 looks very interesting, except its price of course ;-) BTW - from
> your
> own experience - is it much easier and/or faster to make a coplete
> documentation of the building with ADT? Can it produce from 3d-model ready
> elevations and sections with dimensions, windows, doors and other symbols
> automatically or you have to do it by hand?
>
> Przemek
>
Yes, with ADT 2005 you can actually create many drawings from a single sheet
through references. You start by creating a room, for instance, which is as
simple as placing a rectangle in the drawing area. Doors and windows are
placed with offsets, and yes the 3D work is generated on-the-fly, so no
extrusions to be done. Further, with the content library you can apply wall
types by actual construction material. Since the layer name and color are
modified by content, you can imagine the power this gives you when modifying
to POV format. Finally, section views are generated by placing the clipping
lines, and the software generates the section, or elevation (different tools
actually). Schedules and annotations are generated easily as well. The
software comes with viz render and a great amount of 3D content, including
cars, trees.furniture, and fixtures, but it's not up to the standards of POV
artists. If you buy ADT 2005 it is built upon a foundation of AutoCAD 2005,
so you get the core program too.
Crashes have been greatly reduced from 2002 (even in the 2004 version), but
if you open 2002 drawings you can still have problems. I much prefer
Inventor, but I haven't found a way to output to Pov-Ray outside of buying
more software.
Kohler and a few other hardware manufaturers will send you free 3D content
for your drawings just by asking.
Just visit a bookstore and check out "Mastering Autodesk Architectural
Desktop 2004" (2005) Paul F. Aubin and autodesk press and you can see even
more.
I have a hunch the software could second as a great level generator for FPS
games, but I haven't tried it.
- Grim
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Textures would be a great start. A cobble brick, perhaps, for the parking
spaces, I think the blacktop would actually make a better sidewalk, and
then come up with something darker for the lot. Brick for the red areas of
the building, and perhaps marble or a cememtn for the gray sections.
Man, I despise flat roofs. When you render them you have to replicate the
gravel and that can be a pain to pull off properly.
What you have here is approximately what most architecural drafters
generate. The most recent move has been toward outside houses and more
photo-realism. I'll go ahead and tell you that photo-realistic results can
get you $1500/image accepted (or more depending on quality) and $135/frame
for walkthrough animations. There can be a lot of work generated in getting
there, so coming up with macros or programs to generate automatic output
greatly improves upon your profit.
Good luck.
- Grim
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"Przemek Loesch" <nomail@nomail> wrote:
> Trees are generated with "meshtree" macro by Paul T. Dawson. Car comes from
> 3dcafe.com and the building is modelled with Autocad. I've used Poseray to
> translate all objects to Povray. Any suggestions?
>
> Przemek
I have done some work like this as well. I had to build the modals from
scetches once. I used Lightwave at that time. In poseray you should add you
own custom code for the material pointing to a defined texture. In povray
you define that texture before each call of the object. This is very
simular to other post.
The glass on the rounded part, should that be rounded with the building?
A good sky would help as well. there are a number of them only in 360
format.
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"Przemek Loesch" <nomail@nomail> wrote in message
news:web.41dbeeffcabc0cadb0aac12c0@news.povray.org
> Trees are generated with "meshtree" macro by Paul T. Dawson. Car
> comes from 3dcafe.com and the building is modelled with Autocad.
> I've used Poseray to translate all objects to Povray. Any
> suggestions?
Looks good.
YOu could try using a small area light for the sun, the shadow from the tops
of the trees looks a bit too sharp.
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Przemek Loesch wrote:
> How do you think - what needs to be changed and how to make it looks more
> realistic?
> - textures?
Colors seem too "standard" for my taste.
> - lighting (radiosity)?
Looks a bit flat on some shadows: use higher quality settings.
> - reflection/specular settings?
If there is some metal there, I can't recognize it. Also, the glass
seems a bit too blue, if it isn't really a colored glass.
> - trees and grass?
I will use better POVTrees. The grass suffers from the "too standard
green" problem.
> - sky and clouds?
These seem good enough for the moment. Anyhow, the modeling work is
great, and overall it is a very promising scene. And as others said,
there is a lot of well-paid work in this field...
--
Jaime
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"Przemek Loesch" <nomail@nomail> wrote in message
news:web.41dc31707fd832bfb0aac12c0@news.povray.org...
> - lighting (radiosity)?
I think you could make a big difference by shinning your light source
through from inside a translucent object (well out of camera shot) with a
texture to emulate shadows coming from that sort of scattered cloud cover.
This would add some subtle variation to all of the colours (that currently
look a bit too uniform) throughout the scene.
You might like to try something like:
camera{location<0,14,-40>look_at 0}
light_source{<25,50,-25>rgb 1}
sphere {0,1
pigment {granite
color_map {
[ 0.1 color rgbt 0.8]
[ 0.2 color rgbt 1]
[ 0.4 color rgbt 1]
[ 0.5 color rgbt 0.9]
[ 1.0 color rgbt 0.8]
}
scale <20,1,2>
}
translate <25,50,-25>
}
plane {y,0 pigment {color rgb <0,1,0>}}
box {-7,7 pigment {color rgb <1,1,1>}}
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Thanks a lot to all for your advises and help. I will try all suggested
tricks and post the result of further experiments.
Przemek
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The parking spaces seem too narrow - looks like Door-Ding Hell.
Is there a way to macro-ize the car to get different colors?
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