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Once again, I get to use POV for real work, which is always exciting. I
actually have Lightwave3D now but I still prefer to use POV. I'd much rather
work with SDL (and I'm still low on the learning curve for LW).
This is for the initial piece for a church's capital campaign to build a new
building. The sky is from sxc.hu. The building was made with Wings3D,
rendered separately, and composited in Photoshop.
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Attachments:
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Preview of image 'imagine.jpg'
![imagine.jpg](/povray.binaries.images/attachment/%3Cweb.49162c6d663c8cca5d4a01d0%40news.povray.org%3E/imagine.jpg?ttop=443866&toff=3000&preview=1)
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"Kirk Andrews" <kir### [at] tektonart com> schreef in bericht
news:web.49162c6d663c8cca5d4a01d0@news.povray.org...
> Once again, I get to use POV for real work, which is always exciting. I
> actually have Lightwave3D now but I still prefer to use POV. I'd much
> rather
> work with SDL (and I'm still low on the learning curve for LW).
>
> This is for the initial piece for a church's capital campaign to build a
> new
> building. The sky is from sxc.hu. The building was made with Wings3D,
> rendered separately, and composited in Photoshop.
>
>
I love this! Excellent work and very convincing.
Thomas
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Nice!
;-)
Paolo
>Kirk Andrews on date 09/11/2008 01:18 wrote:
> Once again, I get to use POV for real work, which is always exciting. I
> actually have Lightwave3D now but I still prefer to use POV. I'd much rather
> work with SDL (and I'm still low on the learning curve for LW).
>
> This is for the initial piece for a church's capital campaign to build a new
> building. The sky is from sxc.hu. The building was made with Wings3D,
> rendered separately, and composited in Photoshop.
>
>
>
> ------------------------------------------------------------------------
>
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Very nifty! IMHO, space and openness are used in the composition in just the
right way to create the perfect mood and atmosphere. Kudos.
Best Regards,
Mike C.
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People will be disappointed with the real building after this ;)
BTW, it lead me to wonder how one could specify a texture
in POV-Ray which is 100% transparent and *additionally* has
energy coming from diffuse lighting. I know that reflection
will be added unless you use conserve_energy, but diffuse?
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Thanks, everyone!
Christian Froeschlin <chr### [at] chrfr de> wrote:
> People will be disappointed with the real building after this ;)
>
> BTW, it lead me to wonder how one could specify a texture
> in POV-Ray which is 100% transparent and *additionally* has
> energy coming from diffuse lighting. I know that reflection
> will be added unless you use conserve_energy, but diffuse?
Originally I had attempted to render the whole thing in one pass, including the
building. I used 100% transparency and a specular with high roughness--which
is not quite diffuse lighting, but might be close enough depending on what you
want. The problem for me was that even the back faces of the building were
visible, and it was very difficult to understand what you were looking at.
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Christian Froeschlin wrote:
> People will be disappointed with the real building after this ;)
>
> BTW, it lead me to wonder how one could specify a texture
> in POV-Ray which is 100% transparent and *additionally* has
> energy coming from diffuse lighting. I know that reflection
> will be added unless you use conserve_energy, but diffuse?
I haven't used povray for quite some time but I still lurk here to see
all beautiful images other people make (like he one in this thread). I
go out of lurk mode because I think I have the solution to the problem.
Use very close to 100% transmit and a very high diffuse value to
compensate. IIRC the formula should be like this:
diffuse = 1000
transmit = 1.0 - 1.0 / diffuse
I used that trick in an image once but I didn't invent it, the credits
should go to someone else but I can't remember who.
--
Daniel
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