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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
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"Trevor G Quayle" <Tin### [at] hotmail com> schreef in bericht
news:web.494744dd800e72a4c67b294d0@news.povray.org...
>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
>
Looking better and better indeed. The ripples in the water give it a much
better look. With the ground plane the scene now takes an identity of its
own with (for me) a clear reference to climate change.
I am working at this moment with a water texture (ocean) that you provided
some time ago. I wonder if it is the same one as this one. I made some
changes to it (to fit my needs of course...).
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "Trevor G Quayle" <Tin### [at] hotmail com> schreef in bericht
> news:web.494744dd800e72a4c67b294d0@news.povray.org...
> >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
> >
>
> Looking better and better indeed. The ripples in the water give it a much
> better look. With the ground plane the scene now takes an identity of its
> own with (for me) a clear reference to climate change.
>
> I am working at this moment with a water texture (ocean) that you provided
> some time ago. I wonder if it is the same one as this one. I made some
> changes to it (to fit my needs of course...).
>
> Thomas
Thanks.
Wasn't really referencing climate change, but I can see how one would interpret
that. That's the great thing about art, you can interpret any way it makes you
feel whether the artist intended it or not. Is more just a tub in a desert
landscape from my developmental perspective, I hadn't really thought that deep.
More of an desolation image, perhaps subconsiously derived from scenes from The
Wall by Pink Floyd.
The water is likely the same as I posted a long time ago as it is one that I am
quite happy with: f_ridged_mf applied to a heightfield and use it quite often
for water scenes with adjustments to suit (ie ripples added here, meticulously
placed and added in using functions, my favourite POV feature).
-tgq
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"Trevor G Quayle" <Tin### [at] hotmail com> 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.
:)
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"Trevor G Quayle" <Tin### [at] hotmail com> schreef in bericht
news:web.494764c76655db18c67b294d0@news.povray.org...
>
> Wasn't really referencing climate change, but I can see how one would
> interpret
> that. That's the great thing about art, you can interpret any way it
> makes you
> feel whether the artist intended it or not. Is more just a tub in a
> desert
> landscape from my developmental perspective, I hadn't really thought that
> deep.
> More of an desolation image, perhaps subconsiously derived from scenes
> from The
> Wall by Pink Floyd.
This scene is so composed that a multi-interpretation is possible, at this
stage anyway. That is an excellent concept. If you develop this further,
interpretations are going to change, maybe even narrow down to only one...
Curious to see where is is going to.
>
> The water is likely the same as I posted a long time ago as it is one that
> I am
> quite happy with: f_ridged_mf applied to a heightfield and use it quite
> often
> for water scenes with adjustments to suit (ie ripples added here,
> meticulously
> placed and added in using functions, my favourite POV feature).
>
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
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> "Trevor G Quayle" <Tin### [at] hotmail com> 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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> 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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> 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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"Trevor G Quayle" <Tin### [at] hotmail com> 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](/povray.binaries.images/attachment/%3Cweb.4947d3ba6655db1881c811d20%40news.povray.org%3E/btubeiffel.jpg?ttop=443866&toff=2950&preview=1)
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"Trevor G Quayle" <Tin### [at] hotmail com> 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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Download 'outdoorpool.jpg' (150 KB)
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![outdoorpool.jpg](/povray.binaries.images/attachment/%3Cweb.4947d57b6655db18c549be300%40news.povray.org%3E/outdoorpool.jpg?ttop=443866&toff=2950&preview=1)
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