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"Edouard" <pov### [at] edouard info> wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
Excellent!
For me, the biggest cue to realism is the proximity texture combined with the
ceramic material. The glaze is great, but I think it would look just as
realistic without it.
I know what you mean about the pedestal, but I don't have any suggestions - you
don't want to distract from the vase. Oh yes, and the floor's great!
Bill
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On 16/07/2010 5:41 PM, Edouard wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
simply beautiful. it's simplicity is what makes it so good.
zutroi
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"Edouard" <pov### [at] edouard info> wrote:
> Finally an actual scene - some ceramic art on display in a gallery.
> ...
> But, all in all, I'm pretty happy with the current results. Looks very much like
> it did in my imagination, and that's always a good sign :-)
You went through quite the work flow to get here. I wouldn't worry about the
non-smooth normals. It looks fine. If it makes you feel any better, we could
call them "micro normals." I personally can't see a single triangle. The
proximity pattern worked out well, gives it a realistic look. As for the
pedestal... I haven't visited too many museums, but some of them try to give the
pedestals too much texture. This distracts from the piece. Your pedestal is
simple and non-distracting, which is more appropriate for display purposes :)
Good job!
Sam
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clipka wrote:
> Apparently you don't even need a smoothed mesh. I'd suggest to leave it
> as it is - all a smoothed mesh could possibly give you in addition is
> artifacts and longer rendering times.
>
Seconded!!!
I have always thought this to be true. I have long fantasized that the
most realistic skin could actually be gotten with unsmoothed triangles
in sufficient quantity. This is at least a first step.
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> Finally an actual scene [...]
Thanks for the kind words everyone - I'm pleased with how this is coming along.
I'll probably do some more ceramics as I'm interested in the myriad of different
form and finishes they can take on, plus I come from a extended family full of
potters (even though I've never been one myself).
Another shot of the same vase, but with a simple leopard displacement function
instead (plus a little Photoshop post-processing).
Thank-you all,
Edouard.
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Attachments:
Download 'leopard-ceramic.jpg' (106 KB)
Preview of image 'leopard-ceramic.jpg'
![leopard-ceramic.jpg](/povray.binaries.images/attachment/%3Cweb.4c426a3a87a127a83f37c3ec0%40news.povray.org%3E/leopard-ceramic.jpg?preview=1)
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Ooooh....! I really love this one.
What I did not say at first, is that I think that the proportions are very
well balanced, giving the pot solidity and grace at the same time. And of
course, the ceramic glaze is just perfectly chosen (color blends and
texture) to be combined with these proportions.
I am waiting for some Raku from you...
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> Ooooh....! I really love this one.
>
> What I did not say at first, is that I think that the proportions are very
> well balanced, giving the pot solidity and grace at the same time. And of
> course, the ceramic glaze is just perfectly chosen (color blends and
> texture) to be combined with these proportions.
Thank-you again!
> I am waiting for some Raku from you...
I just can't work out a way of doing the crazing for Raku-ware in SDL, but I
think I might be able to do some thick glazed Hagi-yaki...
Cheers,
Edouard.
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Hall of Fame?
--
http://isometricland.com
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Am 25.07.2010 14:55, schrieb SharkD:
> Hall of Fame?
Seconded.
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On 07/17/2010 05:51 AM, Jim Charter wrote:
> clipka wrote:
>
>> Apparently you don't even need a smoothed mesh. I'd suggest to leave
>> it as it is - all a smoothed mesh could possibly give you in addition
>> is artifacts and longer rendering times.
>>
>
> Seconded!!!
>
> I have always thought this to be true. I have long fantasized that the
> most realistic skin could actually be gotten with unsmoothed triangles
> in sufficient quantity. This is at least a first step.
Yeah, artifacts, slower renders, and rounding errors.
However...
4.5 hours for a cell phone sized print is going to leave you stuck if
you ever want to render at a decent size, but a gallery scene like this
one should be "fixable." Decimation would improve the speed, but you'll
need smooth triangles for that.
Complex mesh scenes may be a dead-end in POV-Ray. Sure, one can have
dozens of plants or cars or people, but that's not the kind of
complexity I'm talking about. I mean that one cannot have dense meshes
of any sort arranged into a complex "scene geometry." At least, none of
us has (to my knowledge) ever figured out how to do it. Or none of us
has a sufficiently powerful computer. That leaves many of the advanced
users chasing their tails. Put some effort into improving the render
time of this simple scene and become one of the truly elite POVvers
creating printable images.
-Shay
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