POV-Ray : Newsgroups : povray.binaries.images : Castle towers Server Time
31 Jul 2024 04:18:47 EDT (-0400)
  Castle towers (Message 1 to 10 of 27)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Woland
Subject: Castle towers
Date: 1 Jun 2010 04:05:01
Message: <web.4c04bebd2e676a34397a02140@news.povray.org>
I've just done this castle towers.
I know they should look more old (i'll add some functions on isosurface). And
then I'll make some wooden parts and a cannon on the walls.

Stones are isosurfaces placed in a circles with a little random displacement.

Render time was 1H 47M, with no radiosity.

Any comments?


Post a reply to this message


Attachments:
Download 'proba.jpg' (96 KB)

Preview of image 'proba.jpg'
proba.jpg


 

From: Thomas de Groot
Subject: Re: Castle towers
Date: 1 Jun 2010 04:38:04
Message: <4c04c6ec@news.povray.org>
"Woland" <ziz### [at] wppl> schreef in bericht 
news:web.4c04bebd2e676a34397a02140@news.povray.org...
> I've just done this castle towers.
> I know they should look more old (i'll add some functions on isosurface). 
> And
> then I'll make some wooden parts and a cannon on the walls.
>
> Stones are isosurfaces placed in a circles with a little random 
> displacement.
>
> Render time was 1H 47M, with no radiosity.
>
> Any comments?
>
>

Why is it so dark? I have trouble to see anything...

Thomas


Post a reply to this message

From: Woland
Subject: Re: Castle towers
Date: 1 Jun 2010 04:50:01
Message: <web.4c04c8f3530345cb397a02140@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "Woland" <ziz### [at] wppl> schreef in bericht
> news:web.4c04bebd2e676a34397a02140@news.povray.org...
> > I've just done this castle towers.
> > I know they should look more old (i'll add some functions on isosurface).
> > And
> > then I'll make some wooden parts and a cannon on the walls.
> >
> > Stones are isosurfaces placed in a circles with a little random
> > displacement.
> >
> > Render time was 1H 47M, with no radiosity.
> >
> > Any comments?
> >
> >
>
> Why is it so dark? I have trouble to see anything...
>
> Thomas

I promise I'll make next render with more daylight and maybe some better point
of view.


Post a reply to this message

From: Dave Blandston
Subject: Re: Castle towers
Date: 1 Jun 2010 05:15:01
Message: <web.4c04cef5530345cbcba3fb0f0@news.povray.org>
"Woland" <ziz### [at] wppl> wrote:
> I've just done this castle towers.
> I know they should look more old (i'll add some functions on isosurface). And
> then I'll make some wooden parts and a cannon on the walls.
>
> Stones are isosurfaces placed in a circles with a little random displacement.
>
> Render time was 1H 47M, with no radiosity.
>
> Any comments?

That looks like a very fun project. But I guess any POV-Ray project is fun! Here
are my comments - it's hard to tell with the darkness of the image, but it
appears that some stones end inside other stones where the walls meet, so if
this is the case it would be a big benefit to build some logic into the code to
detect where walls meet and adjust the size of the stones accordingly. Also,
some kind of mortar is necessary to hold the stones in place.

That's a really good beginning, so let's see how it looks with the cannon!

Regards,
Dave Blandston


Post a reply to this message

From: Woland
Subject: Re: Castle towers
Date: 1 Jun 2010 05:25:00
Message: <web.4c04d1b8530345cb397a02140@news.povray.org>
"Dave Blandston" <nomail@nomail> wrote:
> "Woland" <ziz### [at] wppl> wrote:
> > I've just done this castle towers.
> > I know they should look more old (i'll add some functions on isosurface). And
> > then I'll make some wooden parts and a cannon on the walls.
> >
> > Stones are isosurfaces placed in a circles with a little random displacement.
> >
> > Render time was 1H 47M, with no radiosity.
> >
> > Any comments?
>
> That looks like a very fun project. But I guess any POV-Ray project is fun! Here
> are my comments - it's hard to tell with the darkness of the image, but it
> appears that some stones end inside other stones where the walls meet, so if
> this is the case it would be a big benefit to build some logic into the code to
> detect where walls meet and adjust the size of the stones accordingly. Also,
> some kind of mortar is necessary to hold the stones in place.
>
> That's a really good beginning, so let's see how it looks with the cannon!
>
> Regards,
> Dave Blandston

Stone have random height and length, so maybe it looks like they are inside each
other. My first idea was to make this render to see how i can generally place
stones around the centre of the tower - especially top with each second stone
missing. They don't look as they should be. And one more time sorry for the
darkness.


Post a reply to this message

From: Dave Blandston
Subject: Re: Castle towers
Date: 1 Jun 2010 05:30:00
Message: <web.4c04d2cc530345cbcba3fb0f0@news.povray.org>
"Woland" <ziz### [at] wppl> wrote:
> Stone have random height and length, so maybe it looks like they are inside each
> other. My first idea was to make this render to see how i can generally place
> stones around the centre of the tower - especially top with each second stone
> missing. They don't look as they should be. And one more time sorry for the
> darkness.

That's how POV scenes usually develop, from a simple start then each step makes
it better and better.


Post a reply to this message

From: Stephen
Subject: Re: Castle towers
Date: 1 Jun 2010 07:59:01
Message: <4c04f605$1@news.povray.org>
On 01/06/2010 9:04 AM, Woland wrote:
> I've just done this castle towers.
> I know they should look more old (i'll add some functions on isosurface). And
> then I'll make some wooden parts and a cannon on the walls.
>
> Stones are isosurfaces placed in a circles with a little random displacement.
>
> Render time was 1H 47M, with no radiosity.
>
> Any comments?
>

Darkness aside, your stone placement could do with some tweaking to stop 
the edges lining up on consecutive layers. The crenellations look as if 
they were just plonked on top of the top layer. But as a first pass it 
shows a lot of promise. Keep up the good work and post the next version.

-- 

Best Regards,
	Stephen


Post a reply to this message

From: clipka
Subject: Re: Castle towers
Date: 1 Jun 2010 08:53:26
Message: <4c0502c6$1@news.povray.org>
Am 01.06.2010 10:38, schrieb Thomas de Groot:

> Why is it so dark? I have trouble to see anything...

I have no trouble with that on my primary display - though I must say 
that it looks seriously dark on the secondary one. My first guess would 
be gamma issues on your side (the difference between the sRGB transfer 
function and the x^2.2 approximation might play a role in this).


Post a reply to this message

From: Bill Pragnell
Subject: Re: Castle towers
Date: 1 Jun 2010 09:50:00
Message: <web.4c050fe4530345cb6dd25f0b0@news.povray.org>
For test renders, you might want to use a plain box, or a Round_Box, or even a
mesh for the bricks - any of these will be faster than isosurfaces, and save you
a lot of render time while developing other aspects of the scene.

And as others said, it's a bit dark.

Should be interesting though, good luck with the next iteration!

Bill


Post a reply to this message

From: Thomas de Groot
Subject: Re: Castle towers
Date: 1 Jun 2010 11:09:55
Message: <4c0522c3$1@news.povray.org>
"clipka" <ano### [at] anonymousorg> schreef in bericht 
news:4c0502c6$1@news.povray.org...
> Am 01.06.2010 10:38, schrieb Thomas de Groot:
>
>> Why is it so dark? I have trouble to see anything...
>
> I have no trouble with that on my primary display - though I must say that 
> it looks seriously dark on the secondary one. My first guess would be 
> gamma issues on your side (the difference between the sRGB transfer 
> function and the x^2.2 approximation might play a role in this).

Well I can see the tower alright, but would prefer a lighter version to be 
able to give serious comments. My screen is sRGB calibrated by the way.

Thomas


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.