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From: Andris R
Subject: A bit of greenery
Date: 9 Apr 2008 10:20:02
Message: <web.47fccf6a3a5cac8f2686924d0@news.povray.org>
First post and first larger povray image
I can not get rid of several dark spots no mater how ambient and diffuse in
finish are changed.

Leaf is done in wings and so is the grass stem, the rest is povray


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From: Alain
Subject: Re: A bit of greenery
Date: 9 Apr 2008 12:06:14
Message: <47fce976$1@news.povray.org>
Andris R nous apporta ses lumieres en ce 2008/04/09 10:16:
> First post and first larger povray image
> I can not get rid of several dark spots no mater how ambient and diffuse in
> finish are changed.
> 
> Leaf is done in wings and so is the grass stem, the rest is povray
> 
> 
> ------------------------------------------------------------------------
> 
Very nice.

For the dark spots, you can try increasing max_trace_level, it may be set to low.
Did you try using radiosity? Be sure to set the ambient to zero in the finishes 
if you do.

-- 
Alain
-------------------------------------------------
Grabel's Law: 2 is not equal to 3 -- not even for large values of 2.


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From: St 
Subject: Re: A bit of greenery
Date: 9 Apr 2008 12:20:26
Message: <47fcecca$1@news.povray.org>
"Andris R" <nomail@nomail> wrote in message 
news:web.47fccf6a3a5cac8f2686924d0@news.povray.org...
> First post and first larger povray image
> I can not get rid of several dark spots no mater how ambient and diffuse 
> in
> finish are changed.
>
> Leaf is done in wings and so is the grass stem, the rest is povray

   VERY nice image and good modelling in Wings! Sorry, can't help you with 
the dark spots, but Alain is a knowledgable guy, and worth listening to.

       ~Steve~


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From: Kirk Andrews
Subject: Re: A bit of greenery
Date: 9 Apr 2008 12:30:01
Message: <web.47fced44f86d0881b555cae70@news.povray.org>
"Andris R" <nomail@nomail> wrote:
> First post and first larger povray image
> I can not get rid of several dark spots no mater how ambient and diffuse in
> finish are changed.
>
> Leaf is done in wings and so is the grass stem, the rest is povray

Very nice!  I don't see any mischievous dark spots, myself.  I would suggest
that the realism could be quite improved if you used radiosity and turned off
ambient lighting (as has already been suggested).  Just be prepared for 10x the
render time, but it'll be worth it.

For outdoor scenes, I usually boost the sunlight strength to 3 or beyond (rgb
<1,.9,.5>*3).  Also, try adding double_illuminate to your leaf texture.

I look forward to your next post!


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From: Agustin Britait Molina
Subject: Re: A bit of greenery
Date: 10 Apr 2008 04:10:00
Message: <web.47fdcaccf86d0881608a67600@news.povray.org>
Nice pic, I like the wall effect of the leafs.

The two puddles are very similar, substracting realism in the image, in addition
the floor looks too flat outside of the puddles... the ground gaps looks like
someone intentionally turn over the stones.

Very likely, a few more natural disposition of the elements in the scene (the
stone path along a curve or in S-shaped) could contribute to improve the
picture.


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From: Andris R
Subject: Re: A bit of greenery
Date: 10 Apr 2008 09:45:01
Message: <web.47fe1947f86d08812686924d0@news.povray.org>
Thank you all for comments and I`m glad you liked the image.
Will try out your suggestions and, if result will be worthwhile, will post it
here.
Right now (in fast renders) double_illuminate gives some promising results.

Yes, I use radiosity, image took 10 hours :). Will try to increase
max_trace_level.
I use very small value for ambient, but probably it is useless.

Water has not received much attention yet and looks frozen to me.


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From: Jan Dvorak
Subject: Re: A bit of greenery
Date: 10 Apr 2008 15:34:34
Message: <47fe6bca@news.povray.org>
Andris R napsal(a):
> Thank you all for comments and I`m glad you liked the image.
> Will try out your suggestions and, if result will be worthwhile, will post it
> here.
> Right now (in fast renders) double_illuminate gives some promising results.
> 
> Yes, I use radiosity, image took 10 hours :). Will try to increase
> max_trace_level.
> I use very small value for ambient, but probably it is useless.
> 
Ambient harms radoisity. It makes the objects _emit_ rather than 
rebounce light.

> Water has not received much attention yet and looks frozen to me.
> 
> 
>


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From: William Tracy
Subject: Re: A bit of greenery
Date: 10 Apr 2008 21:58:59
Message: <47fec5e3@news.povray.org>
Andris R wrote:
> Water has not received much attention yet and looks frozen to me.

It strikes me as being a little too reflective.

-- 
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

Amnesia's where you forget something, right?
     -- overhead in a parking lot


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From: Alain
Subject: Re: A bit of greenery
Date: 11 Apr 2008 12:42:55
Message: <47ff950f$1@news.povray.org>
Andris R nous apporta ses lumieres en ce 2008/04/10 09:42:
> Thank you all for comments and I`m glad you liked the image.
> Will try out your suggestions and, if result will be worthwhile, will post it
> here.
> Right now (in fast renders) double_illuminate gives some promising results.
> 
> Yes, I use radiosity, image took 10 hours :). Will try to increase
> max_trace_level.
> I use very small value for ambient, but probably it is useless.
> 
> Water has not received much attention yet and looks frozen to me.
> 
> 
> 
When using radiosity, you should change any ambient in any texture to zero, not 
a small or very small value. The only exeption is for objects that are *suposed* 
to emit light.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you think 80s movies have the 
funniest special effects.
Aaron Gage a.k.a Slartibartfast


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From: Andris R
Subject: Re: A bit of greenery
Date: 17 Apr 2008 04:35:01
Message: <web.48070abaf86d08812686924d0@news.povray.org>
Ok, there is another try.
All ambients are off now :)
Thanks all for comments and help

As for the flattness and randomness in pavement ...
currently one trace is used to position a tile.
On a more bumpy surface it would be insufficient, because a normal vector,
such that most of the tile`s surface lies flat on ground, must be found,
else pavement looks awfull.
I`m still thinking on that.

Now off to learn better texturing ...


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