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web.49ae4522d23605756dd25f0b0@news.povray.org...
> Jim Charter <jrc### [at] msncom> wrote:
>> Coming along beautifully. Right now, as a WIP it does carry a sense of
>> tidied up ruin, as if it is 'ruin' on display in a museum, much because
>> of the clean ground plane.
>
> Yes, maybe 'ruins' is a misleading title. I was originally thinking of
> proper
> fractured, partially-collapsed ruins, but I'm leaning more towards
> 'abandoned'
> rather than 'ruined'. It may yet go either way! Some dust, detritus and
> vegetation will quickly remove the 'tidy' look, I think.
A lizard in a "S" pose climbing the closest sunlit column?
Great overall look (You don't want an earthquake to occur while you are
visiting , do you?)
Is it an illusion or the bottom stones of the collumns are the same?
I'd suggest a rotation.
Excellent work anyway
Marc
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"m_a_r_c" <jac### [at] wanadoofr> wrote:
> A lizard in a "S" pose climbing the closest sunlit column?
Great idea! I need to find a lizard... :)
> Great overall look (You don't want an earthquake to occur while you are
> visiting , do you?)
No indeed.
> Is it an illusion or the bottom stones of the collumns are the same?
> I'd suggest a rotation.
They are all the same. I thought I was rotating them, but it seems my rand() has
let me down here. There's only one of any of the shapes, they're all rotated and
textured individually. I might eventually use two of the column bases, and
probably several bricks just for the extra variety.
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I think the gaps between the column sections are too large, which is
contributing to the scale issue. It is coming along nicely though.
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Kyle <no### [at] spamok> wrote:
> I think the gaps between the column sections are too large, which is
> contributing to the scale issue.
This seems to be the consensus. I'll try making the edge curvature finer. Will
post results later...
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Both, really. I've since given the pigment a finer, grainy look, almost
> normal-like close up. And you're right, the mesh is a low-res version. It too
> will be finer for high-quality renders. (I would say this is a 'medium-quality'
> render!)
Only to a point. It looks like you could go a little farther on surface
deformation detail, but there should always be room for some fine-scale detail
with a normal.
- Ricky
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Very nice image Bill. The contrast is great, and were you to make an
approximation of the main scene in obj format, that ivy generator could do
some really cool stuff with this image, especially if it grows from a raised
centerplaced garden of some sort. A little water would rock too.
I tend to get too absorbed in building macros to accomplish anything of this
sort. :-p
Didn't you say that you used meshes to age the building components?
They render so quickly that I really must consider learning to use
them...but thats for later...
I can't wait to see the final product!
ian
"Bill Pragnell" <bil### [at] hotmailcom> wrote in message
news:web.49ad9cf5b1874bfa219167190@news.povray.org...
> This was such a nice result I thought I had to share it.
>
> I'm pretty happy with the basic layout, although I might tweak the camera
> viewpoint to sort out the visibility of the columns on the far side. Then
> I
> need to put brickwork in the outer walls, some extra detailing here and
> there,
> the floor, some vegetation...
>
> Comments welcome as always
>
> Bill
>
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"[GDS|Entropy]" <gds### [at] hotmailcom> wrote:
> approximation of the main scene in obj format, that ivy generator could do
> some really cool stuff with this image, especially if it grows from a raised
> centerplaced garden of some sort.
Ooh, tempting. I could probably output the whole scene in an obj if I put my
mind to it, my mesh macros can save .inc files, which aren't a million miles
from .obj already.
> I tend to get too absorbed in building macros to accomplish anything of this
> sort. :-p
Ha, tell me about it. I've been writing the macros that I'm using/planning to
use here for 2-3 years. It was about time I did something with it...!
> Didn't you say that you used meshes to age the building components?
> They render so quickly that I really must consider learning to use
> them...but thats for later...
They're quite quick. That image rendered in 49 mins, mostly because of radiosity
/ antialiasing. With no radiosity and simple lighting, it renders in about 15
seconds.
:)
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web.49aefb30d2360575219167190@news.povray.org...
> Ooh, tempting. I could probably output the whole scene in an obj if I put
> my
> mind to it, my mesh macros can save .inc files, which aren't a million
> miles
> from .obj already.
You can easily convert inc mesh to .obj with Poseray
Marc
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"m_a_r_c" <jac### [at] wanadoofr> wrote:
> web.49aefb30d2360575219167190@news.povray.org...
> > Ooh, tempting. I could probably output the whole scene in an obj if I put
> > my
> > mind to it, my mesh macros can save .inc files, which aren't a million
> > miles
> > from .obj already.
>
> You can easily convert inc mesh to .obj with Poseray
Ah, great, didn't know that.
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So, here's another version.
This has much higher resolution meshes, much sharper edges, an improved stone
texture and (I think) better contrast between the light and dark areas.
Bill
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Attachments:
Download 'ruins05.jpg' (195 KB)
Preview of image 'ruins05.jpg'
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