POV-Ray : Newsgroups : povray.binaries.images : Bathtub - take 2 Server Time
1 Aug 2024 18:26:17 EDT (-0400)
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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 10:25:01
Message: <web.4947c7826655db1881c811d20@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > I wasn't originally going to go in this direction, but with some of the comments
> > on my previous render I ran through some alterations.
> >
> > -toned down the darkness of the water.  It still looks dark, but actually that
> > is mostly due to environment reflection.
> > -altered the waves of the water.  toned down the choppiness and added ripples
> > -changed some of the faucet textures
> > -changed the image plane (it is a image/bump map not procedural)
> > -most importantly, added AA.  Only set to 0.3 but coame out pretty godd still.
>
> I like it. That's a really good floor texture too, shame it's not procedural but
> whatever gets the job done!
>
> I also like the way the water is very realistic, but not in the way bath water
> would be - instead, it looks like a an ocean viewed from the air, as if the
> bathtub were kilometers wide (although that's obviously not the idea). I take
> it this effect is deliberate?
>
> Interested to see where this is going.
>
> :)

Thanks.

Well the water looks dark, but it's actually not, the apparent darkness is from
the reflection and lighting effects.  Especially since the light is low in the
sky which is causing a lot of shadow within the tub.  A different environment
and lighting scheme would likely show it much lighter.

-tgq


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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 10:30:01
Message: <web.4947c9176655db1881c811d20@news.povray.org>
> Well, I was refering to the material you posted in november last year (13/11
> to be exact, in a post by Kirk Andrews). It can be suited to all kinds of
> situations  with all kinds of rippling surfaces of course.
>
> Thomas

Yes it is the same water with some parameter adjustments and ripples added.

-tgq


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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 11:05:00
Message: <web.4947d16e6655db1881c811d20@news.povray.org>
> Well the water looks dark, but it's actually not, the apparent darkness is from
> the reflection and lighting effects.  Especially since the light is low in the
> sky which is causing a lot of shadow within the tub.  A different environment
> and lighting scheme would likely show it much lighter.
>
> -tgq

I spit out a few quick examples with different environments.
Excuse the aliasing, I know it can be painful!

-tgq


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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 11:15:01
Message: <web.4947d3ba6655db1881c811d20@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > Well the water looks dark, but it's actually not, the apparent darkness is from
> > the reflection and lighting effects.  Especially since the light is low in the
> > sky which is causing a lot of shadow within the tub.  A different environment
> > and lighting scheme would likely show it much lighter.
> >
> > -tgq
>
> I spit out a few quick examples with different environments.
> Excuse the aliasing, I know it can be painful!
>
> -tgq

Where'd my attachment go...


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Attachments:
Download 'btubeiffel.jpg' (669 KB)

Preview of image 'btubeiffel.jpg'
btubeiffel.jpg


 

From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 11:25:01
Message: <web.4947d57b6655db18c549be300@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> I wasn't originally going to go in this direction, but with some of the comments
> on my previous render I ran through some alterations.
>
> -toned down the darkness of the water.  It still looks dark, but actually that
> is mostly due to environment reflection.
> -altered the waves of the water.  toned down the choppiness and added ripples
> -changed some of the faucet textures
> -changed the image plane (it is a image/bump map not procedural)
> -most importantly, added AA.  Only set to 0.3 but coame out pretty godd still.
>
> Ny further critique, suggestions are more than welcome.
>
> -tgq

a picture is worth 1000 words? Water is clear for the most part, perhaps this is
bad example for an indoor tub, but I noticed the lighting in this outdoor photo;
tile is blue but the color in contrast shows the clarity.

Also couldn't get over the reflection and specular, once I got over the girl.


2 reasons I cut her out:
No one would look and the pool
I'd expect someone would have a cow


Anyway, take/find a picture, and you will see how close or far off you are.
Water; the ultimate challenge.


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Attachments:
Download 'outdoorpool.jpg' (150 KB)

Preview of image 'outdoorpool.jpg'
outdoorpool.jpg


 

From: alphaQuad
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 12:10:00
Message: <web.4947e0b56655db18c549be300@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> Ny further critique, suggestions are more than welcome.
>
> -tgq

Don't know if you posted any script or what youre using for normals.
Here's a Cousin Ricky norm and the one I did for the Lego pool.
not in that order

#declare n_surface = normal {
         function { f_ridge (x, y, z, 0.1, 1.0, 7, 0.7, 0.7, 0) } 2
//   function { f_ridged_mf (x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 2
}
 //f_ridge = function { internal(58) }
// Parameters: x, y, z
    // Six extra parameters required:
    // 1. lambda
    // 2. octaves
    // 3. omega
    // 4. offset
    // 5. Ridge
    // 6. noise
// Parameters: x, y, z
    // Six extra parameters required:
    // 1. H
    // 2. Lacunarity
    // 3. octaves
    // 4. offset
    // 5. Gain
    // 6. noise


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From: Trevor G Quayle
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 15:15:00
Message: <web.49480bd26655db1881c811d20@news.povray.org>
"alphaQuad" <alp### [at] earthlinknet> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > Ny further critique, suggestions are more than welcome.
> >
> > -tgq
>
> Don't know if you posted any script or what youre using for normals.
> Here's a Cousin Ricky norm and the one I did for the Lego pool.
> not in that order
>
> #declare n_surface = normal {
>          function { f_ridge (x, y, z, 0.1, 1.0, 7, 0.7, 0.7, 0) } 2
> //   function { f_ridged_mf (x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2) } 2
> }
>  //f_ridge = function { internal(58) }
> // Parameters: x, y, z
>     // Six extra parameters required:
>     // 1. lambda
>     // 2. octaves
>     // 3. omega
>     // 4. offset
>     // 5. Ridge
>     // 6. noise
> // Parameters: x, y, z
>     // Six extra parameters required:
>     // 1. H
>     // 2. Lacunarity
>     // 3. octaves
>     // 4. offset
>     // 5. Gain
>     // 6. noise

The water surface is f_ridged_mf(x,y,z, 0.1, 3, 7, 0.7, 0.7, 2) plus procedural,
hand placed ripples.  It is not a normal though, but actually a heightfield.

-tgq


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From: clipka
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 16:55:01
Message: <web.494822a26655db18ecb6e40e0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> I wasn't originally going to go in this direction, but with some of the comments
> on my previous render I ran through some alterations.

Awesome!

But there's something lacking to give the whole thing a scale of sorts... the
way it is now, it could just as well be the size of a toy.

Maybe add some bump map decoration to the feet?


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From: clipka
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 17:10:01
Message: <web.4948263b6655db18ecb6e40e0@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> But there's something lacking to give the whole thing a scale of sorts... the
> way it is now, it could just as well be the size of a toy.
>
> Maybe add some bump map decoration to the feet?

.... or use a shallower angle for the camera..?


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From: clipka
Subject: Re: Bathtub - take 2
Date: 16 Dec 2008 17:20:00
Message: <web.494828e36655db18ecb6e40e0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> > I spit out a few quick examples with different environments.
> > Excuse the aliasing, I know it can be painful!

Of these, I'd take the bottom left one.


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