POV-Ray : Newsgroups : povray.binaries.images : old lantern Server Time
30 Jul 2024 10:12:23 EDT (-0400)
  old lantern (Message 4 to 13 of 33)  
<<< Previous 3 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Trevor G Quayle
Subject: Re: old lantern
Date: 20 Mar 2013 21:50:01
Message: <web.514a66ad98558966d025e8e00@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
> Trying to age my lantern, HDR seems to look better with new shiny objects
> though...

No, I think this looks just as good this way, maybe even better.  Making things
look shiny and new is easy, making them look old or worn or dirty or dusty is a
real challenge.

-tgq


Post a reply to this message

From: Trevor G Quayle
Subject: Re: old lantern
Date: 20 Mar 2013 21:50:01
Message: <web.514a670e98558966d025e8e00@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
> James Holsenback <nom### [at] nonecom> wrote:
> > On 03/20/2013 05:47 PM, s.day wrote:
> > > Trying to age my lantern, HDR seems to look better with new shiny objects
> > > though...
> > >
> > maybe so ... eye candy-wise but you've done a nice job weathering up the
> > latern
>
> Thanks, I am having a lot of fun with the HDR settings which has distracted me a
> bit from the scene I was working on. I am now looking through all my old scenes
> for things to render again with HDR etc..

Yes, HDR has a huge effect on how scenes look, and not just with lighting.  For
reflective or shiny objects, its not so much that they reflect, but rather what
and how they reflect that makes them interesting.

-tgq


Post a reply to this message

From: s day
Subject: Re: old lantern
Date: 21 Mar 2013 03:45:01
Message: <web.514ab9c6985589668f98288b0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> > James Holsenback <nom### [at] nonecom> wrote:
> > > On 03/20/2013 05:47 PM, s.day wrote:
> > > > Trying to age my lantern, HDR seems to look better with new shiny objects
> > > > though...
> > > >
> > > maybe so ... eye candy-wise but you've done a nice job weathering up the
> > > latern
> >
> > Thanks, I am having a lot of fun with the HDR settings which has distracted me a
> > bit from the scene I was working on. I am now looking through all my old scenes
> > for things to render again with HDR etc..
>
> Yes, HDR has a huge effect on how scenes look, and not just with lighting.  For
> reflective or shiny objects, its not so much that they reflect, but rather what
> and how they reflect that makes them interesting.
>
> -tgq

Yes, I have in the past added objects in some scenes behind the camera etc to at
least give the appearance of this, usually just random shapes unless I had a
suitable model already. Just something to make the reflective surfaces a bit
different. Does not have anywhere near the effect of HDR but is better than just
reflecting a blank wall or empty sky.

Sean


Post a reply to this message

From: Thomas de Groot
Subject: Re: old lantern
Date: 21 Mar 2013 04:06:37
Message: <514abf8d$1@news.povray.org>
On 20-3-2013 22:47, s.day wrote:
> Trying to age my lantern, HDR seems to look better with new shiny objects
> though...
>

IMHO this is looking really excellent. I can see no fault with it.

Thomas


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: old lantern
Date: 21 Mar 2013 04:13:21
Message: <514ac121$1@news.povray.org>

> Trying to age my lantern, HDR seems to look better with new shiny
> objects though...
>

   Very nice modeling... proportions look perfect, with all the tiny
details at the correct scale. Lighting is very good too... I cannot see
any obvious artifacts. Texturing on the paint is also impressive, but
the rusty parts look like too reflective... I guess you didn't go for a
texture_map?

--
Jaime


Post a reply to this message

From: s day
Subject: Re: old lantern
Date: 21 Mar 2013 07:40:01
Message: <web.514af095985589668f98288b0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 20-3-2013 22:47, s.day wrote:
> > Trying to age my lantern, HDR seems to look better with new shiny objects
> > though...
> >
>
> IMHO this is looking really excellent. I can see no fault with it.
>
> Thomas

Thanks Thomas, it is alwasy easier to find the faults when you created the model
though. There are some not perfect joins on the glass (coincident surface at the
very top and where the sphere is connected to the cone the angle/join is not
perfect). However, I suppose often glass objects have these imperfections anyway
so maybe I meant to do it ;-)

Also, the object is not fully accurate, it was modelled from a photo and I could
not really see how the wire around the glass was connected up so I didn't
connect it to anything. Having found a few more photo's now I see that it is
connected to the bottom wire and this wire runs around (not through) the lamp
base.. I should fix this but am suffering from the 80:20 rule..

Sean


Post a reply to this message

From: s day
Subject: Re: old lantern
Date: 21 Mar 2013 07:50:00
Message: <web.514af386985589668f98288b0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:

> > Trying to age my lantern, HDR seems to look better with new shiny
> > objects though...
> >
>
>    Very nice modeling... proportions look perfect, with all the tiny
> details at the correct scale. Lighting is very good too... I cannot see
> any obvious artifacts. Texturing on the paint is also impressive, but
> the rusty parts look like too reflective... I guess you didn't go for a
> texture_map?
>
> --
> Jaime

Hi Jaime,

Thanks, the model is CSG, my preferred method (really the only one I can do). It
does get tricky when you want to model an organic shape though (next I need to
try to add a tiger lily to the scene I am using this in which may be too much
for my CSG skills though..

Lighting is the building_probe or Overcast Breezeway, Soda Hall from
http://www.pauldebevec.com/Probes/

The texture consists of several layered textures in a texture map it is about
200 lines long so I will add a new post for this but it consist of 3 transparent
dirt textures (light/mid and very dirty). Then 3 textures one for paint one for
paint that is bubbling up a bit and one for rust.

I then created 3 copies of each of these textures one with each level of dirt
texture layered over it.

I then created 3 identical texture map with each one using the different levels
of dirt.

then I could use these texture maps in another texture map with a gradient to
transition from clean to dirty textures for each part of the lantern.

Apologies in advance for the complete lack of comments in my code (I always have
fun trying to go back and edit my old scenes..)

Sean


Post a reply to this message

From: s day
Subject: Re: old lantern
Date: 21 Mar 2013 07:55:00
Message: <web.514af47f985589668f98288b0@news.povray.org>
The texture is below, just realised I have missed out one of the light dirt
textures on the rust surface, will add that and reduce the reflection a bit on
the rust surface then do another render.


#declare lampBaseNormal =   normal {
    bozo
    scallop_wave
    scale 0.55
    turbulence 0.575
    lambda 2.5
    omega 0.75
    normal_map {
        [ 0.0 agate 0.1 scale 0.75 agate_turb 0.6 ]            // reduced all by
0.1
        [ 0.1 agate 0.1 scale 0.75 agate_turb 0.6 ]
        [ 0.2 wrinkles 0.1 scale 0.15 turbulence 0.6 ]
        [ 0.956 wrinkles 0.05 scale 0.15 turbulence 0.6 ]
        [ 0.975 agate 0.1 scale 0.75 agate_turb 0.6 ]
        [ 1.0 agate 0.1 scale 0.75 agate_turb 0.6 ]

    }

  }


#declare ldirt = texture {
    pigment { bozo scallop_wave turbulence 0.8753 omega 0.775 lambda 3.2 octaves
7
    colour_map {
        [ 0.0 rgbt 1 ]
        [ 0.8 rgbt 1 ]
        [ 0.8 rgbt <0.5, 0.34, 0.25, 1> ]
        [ 0.925 rgbt <0.25, 0.2, 0.15, 0.8> ]
        [ 1.0 rgbt <0.5, 0.34, 0.25, 1.0> ]
    }
    scale 0.02
    }
    normal { granite 0.5 scale 0.001 }
    finish { diffuse albedo 0.81 reflection { 0.001 0.01 fresnel on } }
}


#declare dirt = texture {
    pigment { bozo scallop_wave turbulence 0.8753 omega 0.775 lambda 3.2 octaves
7
    colour_map {
        [ 0.0 rgbt 1 ]
        [ 0.75 rgbt 1 ]
        [ 0.75 rgbt <0.5, 0.34, 0.25, 1> ]
        [ 0.9 rgbt <0.25, 0.2, 0.15, 0.5> ]
        [ 1.0 rgbt <0.5, 0.34, 0.25, 1.0> ]
    }
    scale 0.02
    }
    normal { granite 0.5 scale 0.001 }
    finish { diffuse albedo 0.81 reflection { 0.001 0.01 fresnel on } }
}

#declare vdirt = texture {
    pigment { bozo scallop_wave turbulence 0.8753 omega 0.775 lambda 3.2 octaves
7
    colour_map {
        [ 0.0 rgbt 1 ]
        [ 0.55 rgbt 1 ]
        [ 0.55 rgbt <0.25, 0.14, 0.09, 1> ]
        [ 0.9 rgbt <0.08, 0.06, 0.045, 0.125> ]
        [ 1.0 rgbt <0.25, 0.14, 0.09, 0.45> ]
    }
    scale 0.02
    }
    normal { granite 0.5 scale 0.001 }
    finish { diffuse albedo 0.75 reflection { 0.001 0.005 fresnel on } }
}



#declare lampBaseTex = texture
    {
        pigment {rgb <0.3, 0.025, 0.003> }
        finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.75
reflection { 0.01 0.05 fresnel on } }
        normal { lampBaseNormal scale 0.5}
    }
    texture
    {
        pigment {
            bozo
            turbulence 0.456
            omega 0.8
            lambda 2
            octaves 8
            colour_map
            {
                [ 0 rgbt 1 ]
                [ 0.3 rgbt 1 ]
                [ 0.3 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 0.4 rgbt <0.45, 0.2, 0.07, 0.975> ]
                [ 0.5 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 0.6 rgbt <0.45, 0.2, 0.07, 0.985> ]
                [ 0.7 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 0.8 rgbt <0.45, 0.2, 0.07, 0.975> ]
                [ 0.9 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 1.0  rgbt <0.45, 0.2, 0.07, 0.96> ]
            }
            scale <0.075, 0.15, 0.075>
        }
        finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.875
reflection { 0.01 0.025 fresnel on } }
        normal {average normal_map {
            [ 1 lampBaseNormal scale 0.5 ]
            [ 1 granite 0.8 scale 0.05 ]
            }
           }

    }
texture { ldirt }

#declare lampBaseTexDirt = texture { lampBaseTex }
    texture { dirt }

#declare lampBaseTexVDirt = texture { lampBaseTex }
    texture { vdirt }


#declare lampBubblePaint = texture
{
        pigment { gradient x turbulence 0.73 omega 0.4 colour_map
        {
        [ 0 rgb <0.3, 0.025, 0.003> ]
        [ 0.6 rgb <0.3, 0.025, 0.003> ]
        [ 0.7 rgb <0.325, 0.06, 0.01> ]
        [ 0.8 rgb <0.325, 0.06, 0.01> ]
        [ 1.0 rgb <0.3, 0.025, 0.003> ]
        }
        scale <0.01, 0.1, 0.02>
        }
        finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.75
reflection { 0.01 0.05 fresnel on } }
        normal { crackle 3 turbulence 0.05 scale 0.025 }
}
    texture
    {
        pigment {
            bozo
            turbulence 0.456
            omega 0.8
            lambda 2
            octaves 8
            colour_map
            {
                [ 0 rgbt 1 ]
                [ 0.3 rgbt 1 ]
                [ 0.3 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 0.4 rgbt <0.45, 0.2, 0.07, 0.975> ]
                [ 0.5 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 0.6 rgbt <0.45, 0.2, 0.07, 0.985> ]
                [ 0.7 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 0.8 rgbt <0.45, 0.2, 0.07, 0.975> ]
                [ 0.9 rgbt <0.45, 0.2, 0.07, 1> ]
                [ 1.0  rgbt <0.45, 0.2, 0.07, 0.96> ]
            }
            scale <0.075, 0.15, 0.075>
        }
        finish { specular albedo 0.1 roughness 0.01 diffuse albedo 0.875
reflection { 0.01 0.025 fresnel on } }
        normal { crackle 3 turbulence 0.05 scale 0.03 }

    }

#declare lampBubblePaintDirt = texture { lampBubblePaint }
    texture { dirt }

#declare lampBubblePaintVDirt = texture { lampBubblePaint }
    texture { vdirt }


#declare lampRust = texture {
        pigment { granite turbulence 0.35 omega 0.7 lambda 2.2
            colour_map {
            [ 0.0 rgb <0.015, 0.0045, 0> ]
            [ 0.3 rgb <0.05, 0.0175, 0.00075> ]
            [ 1.0 rgb <0.03, 0.009, 0.002> ]
            }
            scale 0.2
        }
        finish { specular albedo 0.1 roughness 0.01 brilliance 5 diffuse albedo
0.575 reflection { 0.05 0.09 metallic 0.6 fresnel on } }
        normal { granite 0.12 turbulence 0.35 scale 0.05}
}


#declare  lampRustDirt = texture { lampRust }
texture { dirt }

#declare  lampRustVDirt = texture { lampRust }
texture { vdirt }

#declare  lampRustLDirt = texture { lampRust }
texture { ldirt }


#declare lampPaintRust = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTex scale 4 ]
[ 0.6 lampBaseTex scale 4 ]
[ 0.625 lampBubblePaint scale 2 ]
[ 0.675 lampBubblePaint scale 2 ]
[ 0.7 lampRust scale 3 ]
[ 1.0 lampRust scale 3 ]
}
scale 0.25
}

#declare lampPaintRustDirt = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTexDirt scale 4 ]
[ 0.6 lampBaseTexDirt scale 4 ]
[ 0.625 lampBubblePaintDirt scale 2 ]
[ 0.675 lampBubblePaintDirt scale 2 ]
[ 0.7 lampRustDirt scale 3 ]
[ 1.0 lampRustDirt scale 3 ]
}
scale 0.25
}



#declare lampPaintRustVDirt = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTexVDirt scale 4 ]
[ 0.6 lampBaseTexVDirt scale 4 ]
[ 0.625 lampBubblePaintVDirt scale 2 ]
[ 0.675 lampBubblePaintVDirt scale 2 ]
[ 0.7 lampRustVDirt scale 3 ] // was VDirt
[ 1.0 lampRustVDirt scale 3 ] // was VDirt
}
scale 0.25
}

#declare lampPaintRustLDirt = texture {
wrinkles
cubic_wave
turbulence 0.0625
omega 0.675
octaves 7
//sine_wave
//agate
//agate_turb 0.375
texture_map {
[ 0.0 lampBaseTexDirt scale 4 ]
[ 0.6 lampBaseTexDirt scale 4 ]
[ 0.625 lampBubblePaintDirt scale 2 ]
[ 0.675 lampBubblePaintDirt scale 2 ]
[ 0.7 lampRustLDirt scale 3 ]
[ 1.0 lampRustLDirt scale 3 ]
}
scale 0.25
}



material {
texture { gradient y turbulence 0.025
texture_map {
    [ 0.0  lampRust ]
    [ 0.025  lampPaintRustVDirt ]     //VDirt
    [ 0.15  lampPaintRustDirt ]       //Dirt
    [ 1.0  lampPaintRustDirt ]        //Dirt
}
translate <0, -0.05, 0>
}
interior { ior 1.6 }
}
}


Seab


Post a reply to this message

From: Thomas de Groot
Subject: Re: old lantern
Date: 21 Mar 2013 08:22:21
Message: <514afb7d@news.povray.org>
On 21-3-2013 12:35, s.day wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 20-3-2013 22:47, s.day wrote:
>>> Trying to age my lantern, HDR seems to look better with new shiny objects
>>> though...
>>>
>>
>> IMHO this is looking really excellent. I can see no fault with it.
>>
>> Thomas
>
> Thanks Thomas, it is alwasy easier to find the faults when you created the model
> though. There are some not perfect joins on the glass (coincident surface at the
> very top and where the sphere is connected to the cone the angle/join is not
> perfect). However, I suppose often glass objects have these imperfections anyway
> so maybe I meant to do it ;-)

I did not see those, and even now, I think those imperfections are 
acceptable as RL proxies ;-)

>
> Also, the object is not fully accurate, it was modelled from a photo and I could
> not really see how the wire around the glass was connected up so I didn't
> connect it to anything. Having found a few more photo's now I see that it is
> connected to the bottom wire and this wire runs around (not through) the lamp
> base.. I should fix this but am suffering from the 80:20 rule..

Ah yes! That is more obvious indeed. I wondered how the glass was lifted 
up with the bottom wire going through the base. I think there should be 
some kind of handle attached to it?

Otherwise, it is an excellent piece of modelling.

Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: old lantern
Date: 21 Mar 2013 08:26:39
Message: <514afc7f$1@news.povray.org>
On 21-3-2013 12:48, s.day wrote:
>
> The texture consists of several layered textures in a texture map ....

You are very good at this. I often use texture avatars from your Old 
Royal IRTC scene.

Thomas


Post a reply to this message

<<< Previous 3 Messages Goto Latest 10 Messages Next 10 Messages >>>

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