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From: Thomas de Groot
Subject: Re: DF3 Proximity Pattern - 0.95 Released
Date: 10 Sep 2009 07:39:35
Message: <4aa8e577@news.povray.org>
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Right!
Result of use of latest version. The building is showing a much smoother
texture now (no noise is used here). I added some more features to the
building. The smoke seems to originate *beside* the altar but is not. It
starts horizontally before going upwards. I assume there is a bug in the
wind effect of the smokegen macro (Mikael Carneholm) or the mistake is mine
:-)
For the wall-and-gate, I have to experiment further. Nothing really
stricking is showing here so some tuning might be in order.
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> Right!
>
> Result of use of latest version. The building is showing a much smoother
> texture now (no noise is used here). I added some more features to the
> building. The smoke seems to originate *beside* the altar but is not. It
> starts horizontally before going upwards. I assume there is a bug in the
> wind effect of the smokegen macro (Mikael Carneholm) or the mistake is mine
> :-)
>
> For the wall-and-gate, I have to experiment further. Nothing really
> stricking is showing here so some tuning might be in order.
>
> Thomas
Looking good!
Please tell me if there are any changes you would like in the macros - I'd like
it if the macros were something people could actually use with as little effort
as possible.
And here's another texture - steel with some scratching on the outside, and rust
on the inside.
Cheers,
Edouard.
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From: Thomas de Groot
Subject: Re: DF3 Proximity Pattern - 0.95 Released
Date: 10 Sep 2009 10:58:04
Message: <4aa913fc@news.povray.org>
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"Edouard" <pov### [at] edouard info> schreef in bericht
news:web.4aa90e66d49c2f41c83e2c410@news.povray.org...
>
> Looking good!
Yes, I think so too. The macro is very easy to use now. Got a version here
now with noise which is even better, at least for the cenotaph. Used
add_noise and pattern smoothing for the cenotaph; only add_noise for the
gate.
>
> Please tell me if there are any changes you would like in the macros - I'd
> like
> it if the macros were something people could actually use with as little
> effort
> as possible.
I think the only thing which could use some automation is the noise,
especially the slope/altitude code which should be scaled to the size of the
object. The other scales are more or less intuitive I think, as they can
reflect the taste of the user. Not sure though, I want to experiment a bit
with that.
>
> And here's another texture - steel with some scratching on the outside,
> and rust
> on the inside.
Yes, nice one too!
Thomas
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>Edouard on date 10/09/2009 16:34 wrote:
> "Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
>> Right!
>>
>> Result of use of latest version. The building is showing a much smoother
>> texture now (no noise is used here). I added some more features to the
>> building. The smoke seems to originate *beside* the altar but is not. It
>> starts horizontally before going upwards. I assume there is a bug in the
>> wind effect of the smokegen macro (Mikael Carneholm) or the mistake is mine
>> :-)
>>
>> For the wall-and-gate, I have to experiment further. Nothing really
>> stricking is showing here so some tuning might be in order.
>>
>> Thomas
>
> Looking good!
>
> Please tell me if there are any changes you would like in the macros - I'd like
> it if the macros were something people could actually use with as little effort
> as possible.
>
> And here's another texture - steel with some scratching on the outside, and rust
> on the inside.
>
> Cheers,
> Edouard.
>
>
> ------------------------------------------------------------------------
>
Wow, very persuasive!
;-)
Paolo
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Thomas de Groot wrote:
> Yes, I think so too. The macro is very easy to use now. Got a version here
> now with noise which is even better, at least for the cenotaph. Used
> add_noise and pattern smoothing for the cenotaph; only add_noise for the
> gate.
I would be interested in seeing a panoramic version of the scene, using
PanoSalado or something.
-Mike
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> And here's another texture - steel with some scratching on the outside, and rust
> on the inside.
Last one - the Ajax mesh with a steel proximity texture, and some
post-processing in Photoshop.
Cheers,
Edouard.
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"SharkD" <mik### [at] gmail com> schreef in bericht
news:4aa92bf9$1@news.povray.org...
>
> I would be interested in seeing a panoramic version of the scene, using
> PanoSalado or something.
At this stage, a panoramic view is not really interesting as there is
nothing else to show :-) Later on maybe. It depends very much on the
filling of the scene.
Thomas
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"Paolo Gibellini" <p.g### [at] gmail com> schreef in bericht
news:4aa92b84$1@news.povray.org...
> Wow, very persuasive!
> ;-)
Yep! Thanks! Going the right way indeed.
Thomas
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"Edouard" <pov### [at] edouard info> schreef in bericht
news:web.4aa9a5f8d49c2f41c83e2c410@news.povray.org...
>> And here's another texture - steel with some scratching on the outside,
>> and rust
>> on the inside.
>
> Last one - the Ajax mesh with a steel proximity texture, and some
> post-processing in Photoshop.
>
Excellent! After working on the cenotaph, I shall have to put my hands to
some scuptures too indeed.
Thomas
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> "SharkD" <mik### [at] gmail com> schreef in bericht
> news:4aa92bf9$1@news.povray.org...
>> I would be interested in seeing a panoramic version of the scene, using
>> PanoSalado or something.
>
> At this stage, a panoramic view is not really interesting as there is
> nothing else to show :-) Later on maybe. It depends very much on the
> filling of the scene.
>
> Thomas
>
>
For a panoramic, you'd need to move the camera forward to put it
somewhere in the yard.
Then, just, maybe, place some place holders beheind the gates.
Alain
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