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From: Mike Sobers
Subject: Stargate WIP
Date: 12 Feb 2006 16:15:00
Message: <web.43efa50f2b248055dff42daa0@news.povray.org>
Ok, so I'm Sci-Fi fan.  Here's a WIP of the stargate.  I still have some
work to do on the chevrons, but I'd like to get some advice on making it
look more "real".  I'm using layered textures, but it seems like there's
something missing.  Maybe it's the lighting?  Any suggestions are
appreciated.  (BTW, the water looks cool animated).

Mike


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Attachments:
Download 'stargate_01a.jpg' (154 KB)

Preview of image 'stargate_01a.jpg'
stargate_01a.jpg


 

From: Roman Reiner
Subject: Re: Stargate WIP
Date: 13 Feb 2006 04:30:00
Message: <web.43f051354895ceda488e6e9a0@news.povray.org>
"Mike Sobers" <sob### [at] mindspringcom> wrote:
> Ok, so I'm Sci-Fi fan.  Here's a WIP of the stargate.  I still have some
> work to do on the chevrons, but I'd like to get some advice on making it
> look more "real".  I'm using layered textures, but it seems like there's
> something missing.  Maybe it's the lighting?  Any suggestions are
> appreciated.  (BTW, the water looks cool animated).
>
> Mike

Good modeling! How did you make those symbols? font object with stargate
font or hand modeled?

Lighting seems a bit simple i have to agree. but i'm not very good in
lighting either so i'll pass the question to more experienced persons.

work on the textures is definitely recommendable. it just looks to... hmm
procedual? i think when one is able to recognize the pattern used (agate
right? ;)) then the textures need work.

Regards Roman


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From: POVMAN
Subject: Re: Stargate WIP
Date: 13 Feb 2006 08:26:51
Message: <43f0891b@news.povray.org>
> Ok, so I'm Sci-Fi fan.  Here's a WIP of the stargate.  I still have some
> work to do on the chevrons, but I'd like to get some advice on making it
> look more "real".  I'm using layered textures, but it seems like there's
> something missing.  Maybe it's the lighting?  Any suggestions are
> appreciated.  (BTW, the water looks cool animated).
>
> Mike

My thoughts for whats they're worth.

The "Fracture" lines or cracks , need to be tightened up, thay appear to be 
smudgey.  If this cracking is from aging then I think they need to be 
stronger, sharper edges and a stronger-darker color.

I cent see if the top image using area_lights but is doesn't look light it. 
Sticking in high definition area_light(s) is a good way of increasing  the 
realism.

Another lighting tip, is to have secondary lighting . It rare that there is 
a single light source in real life.  The secondary lights should be weaker 
than you main source but still able to cast shadows.

It might benefit from using slightly differnt textures on the differn't 
parts of the structure.  You often find that what is accurate to life, does 
not actually look right in a picture.

-- 
#####-----#####-----#####
POV Tips and Hints at ...
http://povman.blogspot.com/


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From: Oleguer Vilella
Subject: Re: Stargate WIP
Date: 13 Feb 2006 15:02:33
Message: <43f0e5d9@news.povray.org>
Hi,

What are you showing?
Can you give us a explanation about the symbols?

Thanks,
Oleguer




>> Ok, so I'm Sci-Fi fan.  Here's a WIP of the stargate.  I still have some
>> work to do on the chevrons, but I'd like to get some advice on making it
>> look more "real".  I'm using layered textures, but it seems like there's
>> something missing.  Maybe it's the lighting?  Any suggestions are
>> appreciated.  (BTW, the water looks cool animated).
>>
>> Mike
>
> My thoughts for whats they're worth.
>
> The "Fracture" lines or cracks , need to be tightened up, thay appear to 
> be smudgey.  If this cracking is from aging then I think they need to be 
> stronger, sharper edges and a stronger-darker color.
>
> I cent see if the top image using area_lights but is doesn't look light 
> it. Sticking in high definition area_light(s) is a good way of increasing 
> the realism.
>
> Another lighting tip, is to have secondary lighting . It rare that there 
> is a single light source in real life.  The secondary lights should be 
> weaker than you main source but still able to cast shadows.
>
> It might benefit from using slightly differnt textures on the differn't 
> parts of the structure.  You often find that what is accurate to life, 
> does not actually look right in a picture.
>
> -- 
> #####-----#####-----#####
> POV Tips and Hints at ...
> http://povman.blogspot.com/
>
>


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From: Jim Henderson
Subject: Re: Stargate WIP
Date: 13 Feb 2006 15:26:19
Message: <pan.2006.02.13.20.24.35.832034@nospam.com>
On Mon, 13 Feb 2006 20:02:43 +0000, Oleguer Vilella wrote:

> Hi,
> 
> What are you showing?
> Can you give us a explanation about the symbols?

He could, but since it's classified information, he'd have to kill you. ;-)

Serious answer:  http://www.stargatesg1.com/

Jim


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From: fls13
Subject: Re: Stargate WIP
Date: 13 Feb 2006 22:05:00
Message: <web.43f147a94895ceda7b89b7b00@news.povray.org>
Great modeling, looks awesome. Not sure what you mean by something missing.
I'd say it looks a little plastic and you need a more metal look. Tweak the
lighting a little.


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From: Mike Sobers
Subject: Re: Stargate WIP
Date: 14 Feb 2006 00:20:01
Message: <web.43f1685e4895ceda5e9b8f540@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote:
> Good modeling! How did you make those symbols? font object with stargate
> font or hand modeled?

Thanks!  I started with a font object, but it didn't look right.  So, I used
POVRay to make a b/w image for each glyph, then blurred it a bit and made a
height field with each one.

> work on the textures is definitely recommendable. it just looks to... hmm
> procedual? i think when one is able to recognize the pattern used (agate
> right? ;)) then the textures need work.
>
> Regards Roman

Well, it is a _bit_ more complex than that, but all the layers I made didn't
seem to help much.  See below for the code, and maybe you can give me some
suggestions?

> POVMAN wrote:
>
>The "Fracture" lines or cracks , need to be tightened up, thay appear to be
>smudgey.  If this cracking is from aging then I think they need to be
>stronger, sharper edges and a stronger-darker color.

Ok, I tried to fix that.

>I cent see if the top image using area_lights but is doesn't look light it.
>Sticking in high definition area_light(s) is a good way of increasing  the
>realism.
>
>Another lighting tip, is to have secondary lighting . It rare that there is
>a single light source in real life.  The secondary lights should be weaker
>than you main source but still able to cast shadows.

I added area lights and a secondary light.  I think it helped a lot!

Here's the texture code.  It's supposed to be some kind of stone. Any
suggestions?

#declare base =
texture {
    pigment {
        granite
        color_map {
            [0.3 color rgbt <0.20, 0.20, 0.25, 0.0> ]
            [0.80 color rgbt <0.15, 0.15, 0.2, 0.0> ]
            [1.00 color rgbt <0.30, 0.30, 0.35, 0.0> ]
        }
        frequency 6
        rotate <0, 10, 0>
        turbulence <0.05, 0.05, 0.05>
        octaves 6
        omega 0.7
        lambda 2
    }
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/100
  }
  #end
}

#declare overlay =
texture {
    pigment {
        granite
        color_map {
            [0.0 color rgbt <0.1, 0.1, 0.12, 0.1> ]
            [0.3 color rgbt <0.1, 0.1, 0.12, 0.2> ]
            [0.60 color rgbt <0.15, 0.15, 0.2, 0.2> ]
            [1.00 color rgbt <0.15, 0.15, 0.2, 0.1> ]
        }
        frequency 1
    }
    scale <15,35,15>
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/1000
  }
  #end
}

#declare overlay2 =
texture {
    pigment {
        granite
        color_map {
            [0.0 color rgbt <0.01, 0.01, 0.02, 0.4> ]
            [0.3 color rgbt <0.01, 0.01, 0.02, 0.1> ]
            [0.60 color rgbt <0.05, 0.05, 0.08, 0.2> ]
            [0.80 color rgbt <0.05, 0.05, 0.08, 0.5> ]
            [1.00 color rgbt <0.05, 0.05, 0.08, 0.1> ]
        }
        frequency 1
    }
    scale <15,35,15>
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/100
  }
  #end
}

#declare line =
texture {
pigment
 {wood
  turbulence 0.03
  color_map
   {[0.0, 0.01 color Black transmit 0.0 color Black transmit 0.2]
    [0.01 color Clear]
   }
 }
  #if (radiosity_on)
  finish{
    ambient 0.0
    diffuse 0.4
    roughness 1/1
  }
  #else
  finish{    ambient 0.05
    diffuse 0.6
    specular 0.1     // shiny
    roughness 1/10
  }
  #end
}


#declare tex =
texture{base scale <0.6, 0.6, 0.6>}
texture{overlay2 scale 0.05*<0.5, 0.3, 0.5>}
texture{overlay scale <0.5, 0.5, 0.5> normal {wrinkles 0.1 scale 0.1 }}
texture{line scale 0.5*<1, 2, 1.4> rotate <15, 65, -30>}
texture{line scale 0.6*<1, 2, 1.4> rotate <10, 45, 30>}


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Attachments:
Download 'stargate_03.jpg' (94 KB)

Preview of image 'stargate_03.jpg'
stargate_03.jpg


 

From: Roman Reiner
Subject: Re: Stargate WIP
Date: 14 Feb 2006 08:40:01
Message: <web.43f1dce54895ceda363f12270@news.povray.org>
"Mike Sobers" <sob### [at] mindspringcom> wrote:
> ...
> Well, it is a _bit_ more complex than that, but all the layers I made didn't
> seem to help much.  See below for the code, and maybe you can give me some
> suggestions?
> ...

In deed I can :)
Apart from those cracks the texture seems just like plain gray to me. So

raising the contrast of those patterns at least during the w.i.p. phase.
Don't be afraid of going over the top as lowering contrast is always easier
than raising it afterwards. Higher contrasted patterns do also have the
advantage that changes are easier to recognize and therefore less time
consuming.
Raising contrast does mean:
a) (trivial) increase there relative brightness
b) more sophisticated ;) change there colors (less gray). A pattern of
complementary colors look better than simple gray mostly.
and c) as you've already done here and there
use something like

[0.0 Color1]
[0.4 Color1]
[0.6 Color2]
[1.0 Color2]

instead of just

[0.0 Color1]
[1.0 Color2]

at your color fades.

Hope this helps.

One thing about those cracks. I couldn't find such on the 'original'
stargate (e.g.
http://pressthebuttons.typepad.com/photos/uncategorized/chevron.jpg). is
this variance wanted?


Regards Roman


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From: Mike Sobers
Subject: Re: Stargate WIP
Date: 15 Feb 2006 20:50:01
Message: <web.43f3d99e4895ceda18766f9d0@news.povray.org>
"Roman Reiner" <lim### [at] gmxde> wrote:
> "Mike Sobers" <sob### [at] mindspringcom> wrote:
> > ...
> > Well, it is a _bit_ more complex than that, but all the layers I made didn't
> > seem to help much.  See below for the code, and maybe you can give me some
> > suggestions?
> > ...
>
> In deed I can :)

Well, take a look!  I think the texture is close enough that I can get on
with the rest of the modelling.  Thanks a bunch!

>
> One thing about those cracks. I couldn't find such on the 'original'
> stargate (e.g.
> http://pressthebuttons.typepad.com/photos/uncategorized/chevron.jpg). is
> this variance wanted?
>
>
> Regards Roman

Actually, if you look closely, you can see them (especially at the uppermost
part of the chevron).  But they are much less prominant than in my first
attempt, so I toned it down a bit.


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Attachments:
Download 'stargate_04.jpg' (96 KB)

Preview of image 'stargate_04.jpg'
stargate_04.jpg


 

From: Jim Henderson
Subject: Re: Stargate WIP
Date: 15 Feb 2006 22:07:50
Message: <pan.2006.02.16.03.06.04.645037@nospam.com>
The texture looks pretty good to me - perhaps just a bit "washed out".

One thing I was noticing as I watched the opening credits of a recorded
episode, though, is that your stargate shows the outline of the symbols
raised, but the one in the show has the entire character raised (ie, not
hollow - not a raised outline but the whole character is raised).

Jim


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