POV-Ray : Newsgroups : povray.binaries.images : Well, well, well ... Server Time
7 Aug 2024 19:28:04 EDT (-0400)
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From: Bruno Cabasson
Subject: Re: Well, well, well ...
Date: 7 Feb 2006 11:05:00
Message: <web.43e8c426ff32374882fc96790@news.povray.org>
"Marc Jacquier" <jac### [at] wanadoofr> 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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From: Kyle
Subject: Re: Well, well, well ...
Date: 7 Feb 2006 11:54:29
Message: <e4khu1hjktsl7kpe7tnb714hm1ccqtassj@4ax.com>
What a cool idea!  I wish I could come up with abstract ideas like
that.  I like it!


Kyle


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From: POVMAN
Subject: Re: Well, well, well ...
Date: 7 Feb 2006 12:35:42
Message: <43e8da6e@news.povray.org>
> 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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From: Darren New
Subject: Re: Well, well, well ...
Date: 7 Feb 2006 13:22:47
Message: <43e8e577@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Well, well, well ...
Date: 8 Feb 2006 03:55:23
Message: <43e9b1fb@news.povray.org>
"Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> 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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From: Bruno Cabasson
Subject: Re: Well, well, well ...
Date: 8 Feb 2006 05:25:00
Message: <web.43e9c6b1ff32374882fc96790@news.povray.org>
"Thomas de Groot" <t.d### [at] internlnet> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> 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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From: Trevor G Quayle
Subject: Re: Well, well, well ...
Date: 8 Feb 2006 11:40:00
Message: <web.43ea1e47ff3237486c4803960@news.povray.org>
"Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> 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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From: Bruno Cabasson
Subject: Re: Well, well, well ...
Date: 8 Feb 2006 12:05:00
Message: <web.43ea2467ff32374882fc96790@news.povray.org>
Thanks Trevor for your concern and your help! I'll consider your example
closely and take inspiration from it!

   Bruno.


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From: Smws
Subject: Re: Well, well, well ...
Date: 8 Feb 2006 14:10:01
Message: <web.43ea4126ff323748d697eb700@news.povray.org>
"Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> 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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From: Trevor G Quayle
Subject: Re: Well, well, well ...
Date: 8 Feb 2006 16:55:00
Message: <web.43ea67ddff3237486c4803960@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> 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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