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"Marc Jacquier" <jac### [at] wanadoo fr> wrote:
> news:web.43e8b4ddff323748731f01d10@news.povray.org...
> > How about a herd of grazing cattle standing on the water nearby?
> >
> > My main comment would be that the water didn't look like water at first
> > glance. Once I'd registered it, it looked OK though. I think it could be
> > bluer, with less reflectivity at the higher angle (in the foreground).
>
> I second that
> >
> > The well and bucket modelling is excellent!
>
> I think the top ring of the stone curb is wrongly built. It should show
> radial seams with stones the full height of the ring
>
> Excellent idea anyway, it gives me inspiration for another 'well' go...
> Marc
I agree 100%. It is just an isosurface with a brick texture_map, and POV
stone standards (T_Stone35 and T_Stone31). I'll improve that later. The
rope is also a simple sphere_sweep, thus the texture cannot be OK in that
case. I'll probably use Mike Williams's rope macros. This scene is still an
embryo ....
While I am typing this, I started another render with an attempt for a cloud
with less reflectivity on the water, an ounce of radiosity, more green for
the fade_color of the water.
Regards
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What a cool idea! I wish I could come up with abstract ideas like
that. I like it!
Kyle
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> How about a herd of grazing cattle standing on the water nearby?
I think you onto something there, how about a skool of fish "flying" past
--
#####-----#####-----#####
POV Tips and Hints at ...
http://povman.blogspot.com/
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POVMAN wrote:
> I think you could reinforce the idea, by having another inverted object in
> the distance.
Or Kevin Cosner.
--
Darren New / San Diego, CA, USA (PST)
Crate & Barrel -
Furnishing Video Games Since 1962!
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"Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> schreef in bericht
news:web.43e858a06e19635782fc96790@news.povray.org...
> Here is a try for a well in the water for bringing soil. Usually, it is
the
> contrary :)
>
> Bruno
>
Interesting notion!!
I like this scene! You could even add some grass to the soil...?
Thomas
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"Thomas de Groot" <t.d### [at] inter nl net> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> schreef in bericht
> news:web.43e858a06e19635782fc96790@news.povray.org...
> > Here is a try for a well in the water for bringing soil. Usually, it is
> the
> > contrary :)
> >
> > Bruno
> >
> Interesting notion!!
>
> I like this scene! You could even add some grass to the soil...?
>
> Thomas
I am pleased that this idea is welcomed by some reference-people in the
community! As I said, it is in an early state, and I'll work on it further,
trying to find some 'inverted' objects to complete the scene, and use
advanced features and macros to reach a good level of quality.
My attempt to light the scene from behind, with a sun, cloudscape and
radiosity did not produce satisfactory results. I'll try to post another
try asap.
Bruno
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"Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> wrote:
> Here is a try for a well in the water for bringing soil. Usually, it is the
> contrary :)
>
> Bruno
Nice scene so far. A couple pointers for you:
1) add some radial ripples from the well to the water surface to give a
better wave interference look
2) the problem with the brick pattern is that it really only works well with
planar objects not with cylinders as you may notice. There are a few ways
to get the look you want. The best way is to individually model the bricks
and mortar obviously, but if you want to make it simpler there are a few
options. The following simple scene shows two methods, one using
texture_map and the other using the object pattern. I have implemented
them both as full textures, but they can be demoted to pigments only by
altering the appropriate keywords. (It may also be done using the brick
pattern with a cylindrical warp, but I was having difficulty getting the
control I wanted on it)
-tgq
SCENE FOLLOWS:
//start
camera {
location 0
look_at <0,600,-600>
angle 50
}
light_source{0
rgb 1
fade_power 2
fade_distance 1500
translate <0,800,-500>
}
#declare BHt=20; //brick height
#declare BTh=20; //brick thickness
#declare MSz=5; //mortar thickness
#declare THt=BHt+MSz;
#declare NBrick=12;//number bricks around circumference
#declare WellDia=200;//well ouside diameter
#declare BLn=WellDia*pi/NBrick;//calculated length of brick
#declare TBrick= //brick texture
texture{
pigment{rgb<1,0,0>}
finish{ambient 0 diffuse 0.7}
normal{granite .5 scale .25}
}
#declare TMort= //mortar texture
texture{
pigment{rgb 1}
finish{ambient 0 diffuse 0.7}
normal{bumps .5 scale .01}
}
#declare TRBrick1= //radial brick texture using texture_map
texture{
gradient y
texture_map{
[0 TMort]
[(MSz/THt)/2 TMort]
[(MSz/THt)/2 radial texture_map{[(MSz/BLn) TMort] [(MSz/BLn)
TBrick]} frequency NBrick]
[1/2 radial texture_map{[(MSz/BLn) TMort] [(MSz/BLn)
TBrick]} frequency NBrick]
[1/2 TMort]
[(1+MSz/THt)/2 TMort]
[(1+MSz/THt)/2 radial texture_map{[(MSz/BLn) TMort] [(MSz/BLn)
TBrick]} frequency NBrick rotate y*(360/NBrick/2)]
[1 radial texture_map{[(MSz/BLn) TMort] [(MSz/BLn)
TBrick]} frequency NBrick rotate y*(360/NBrick/2)]
}
scale THt*2
}
#declare RBrickOb=
intersection{
union{
#local j=0;#while(j<2)
intersection{
plane{ y, MSz}
plane{-y, 0}
translate y*(BHt+MSz)*j
}
#local i=0;#while(i<NBrick)
intersection{
plane{-y, -MSz/2}
plane{ y, (BHt+MSz+MSz/2)}
plane{ z, 0}
plane{ x, MSz/2}
plane{-x, MSz/2}
rotate y*(i+j/2)*360/NBrick
translate y*(BHt+MSz)*j
}
#local i=i+1;#end
#local j=j+1;#end
}
}
#declare TRBrick2= //radial brick texture using object pattern
texture{
object{
RBrickOb
texture{TBrick}
texture{TMort}
}
warp{repeat y*(BHt+MSz)*2}
}
difference{
cylinder{<0,-100,0> <0,150,0> WellDia/2}
cylinder{<0,-300,0> <0,300,0> WellDia/2-BTh}
texture{TRBrick1 translate y*150.001}
translate <-WellDia*0.6,0,0>
}
difference{
cylinder{<0,-100,0> <0,150,0> WellDia/2}
cylinder{<0,-300,0> <0,300,0> WellDia/2-BTh}
texture{TRBrick2 translate y*150.001}
translate <WellDia*0.6,0,0>
}
//end
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Thanks Trevor for your concern and your help! I'll consider your example
closely and take inspiration from it!
Bruno.
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"Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> wrote:
> Here is a try for a well in the water for bringing soil. Usually, it is the
> contrary :)
>
> Bruno
Clever, clever. I think the water is a little too reflective, though.
Perhaps the top of the well should be built out of a ring of stones rather
than a grid? When/If you have the time, of course.
That stone texture is *really*, *really* good. Very convincing. Good job on
that.
-Smws
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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
Just noticed I reversed the camera location and look_at vectors to render
the test scene:
camera {
location 0
look_at <0,600,-600>
angle 50
}
should be:
camera {
location <0,600,-600>
look_at 0
angle 50
}
-tgq
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