POV-Ray : Newsgroups : povray.binaries.images : First image posting Server Time
29 Apr 2024 10:19:44 EDT (-0400)
  First image posting (Message 6 to 15 of 41)  
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From: Chris R
Subject: Re: First image posting
Date: 30 Apr 2021 15:40:00
Message: <web.608c5c3ef7d27fef117af815cc1b6e@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 29-4-2021 om 21:39 schreef Chris R:
> > I have been playing around with POV-Ray again after a many-year hiatus.  Here is
> > my first scene using 3.7.
> >
> > Credits where credit is due:
> > Sunlight and sky is from LightSys macros.
> > Tree and bush are from Arbaro
> > Various ropes are from the POV-Library ropes macros
> >
> > I use isosurfaces with pigment-pattern perturbation a lot for stone and wood
> > surfaces.
> >
> > About the only rendering feature I didn't try out with this was camera blur.
> >
> > Appreciate any comments or suggestions for future improvements.
> >
> Good to have you back!
>
> Maybe just one point of attention for now: The textures and/or features
> modelled from textures, work well at a distance but need more/finer
> detail close to the camera.
>
> --
> Thomas

Thanks for the suggestion.  Surprisingly, while working on the models for this
scene I often found really nice textures that looked good close up, (at least to
me), but looked like a grainy mess from a distance.  I have scene macros that
use camera distance to add or remove details from textures.  I should probably
play around with that some more.


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From: Chris R
Subject: Re: First image posting
Date: 30 Apr 2021 15:45:00
Message: <web.608c5d45f7d27fef117af815cc1b6e@news.povray.org>
MichaelJF <fri### [at] t-onlinede> wrote:
> Am 29.04.2021 um 21:39 schrieb Chris R:
> > I have been playing around with POV-Ray again after a many-year hiatus.  Here is
> > my first scene using 3.7.
> >
> > Credits where credit is due:
> > Sunlight and sky is from LightSys macros.
> > Tree and bush are from Arbaro
> > Various ropes are from the POV-Library ropes macros
> >
> > I use isosurfaces with pigment-pattern perturbation a lot for stone and wood
> > surfaces.
> >
> > About the only rendering feature I didn't try out with this was camera blur.
> >
> > Appreciate any comments or suggestions for future improvements.
> > Very nice image. But you asked for improvement. The blue textures of the
> shutters are a little bit too blue IMO as are the green textures. And
> the crackle pattern at the well should be exchanged. You can create a
> better well with the blockwall macros (search the POV-Object collection).
>
> Best regards
> Michael

Thanks for the comments!  I didn't have any real-world shutters and doors to
model the colors, so it isn't surprising they stick out.  I could revert to my
earlier comments about a fantasy world scene, so the colors are more intense,
but I could certainly see dulling them to make it look more medieval instead.

I am working on a new project with bricks around a lighthouse (cone).  I'll look
into the blockwall macros for that as well.  I have had issues getting access to
the POV-Object collection after the server crash.


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From: Thomas de Groot
Subject: Re: First image posting
Date: 1 May 2021 02:10:58
Message: <608cf0f2$1@news.povray.org>
Op 30/04/2021 om 21:36 schreef Chris R:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 29-4-2021 om 21:39 schreef Chris R:
>>> I have been playing around with POV-Ray again after a many-year hiatus.  Here is
>>> my first scene using 3.7.
>>>
>>> Credits where credit is due:
>>> Sunlight and sky is from LightSys macros.
>>> Tree and bush are from Arbaro
>>> Various ropes are from the POV-Library ropes macros
>>>
>>> I use isosurfaces with pigment-pattern perturbation a lot for stone and wood
>>> surfaces.
>>>
>>> About the only rendering feature I didn't try out with this was camera blur.
>>>
>>> Appreciate any comments or suggestions for future improvements.
>>>
>> Good to have you back!
>>
>> Maybe just one point of attention for now: The textures and/or features
>> modelled from textures, work well at a distance but need more/finer
>> detail close to the camera.
>>
>> --
>> Thomas
> 
> Thanks for the suggestion.  Surprisingly, while working on the models for this
> scene I often found really nice textures that looked good close up, (at least to
> me), but looked like a grainy mess from a distance.  I have scene macros that
> use camera distance to add or remove details from textures.  I should probably
> play around with that some more.
> 
Yes, that is certainly true indeed. Try to find the balance. 
Sometimes/often, stochastic anti-aliasing helps for the grainy distance 
mess.

-- 
Thomas


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From: jr
Subject: Re: First image posting
Date: 1 May 2021 03:40:00
Message: <web.608d053df7d27fe79819d986cde94f1@news.povray.org>
hi,

"Chris R" <car### [at] comcastnet> wrote:
> "jr" <cre### [at] gmailcom> wrote:
> > ...
> Thanks for the comments!  This scene is from a vision of the surroundings in a
> fantasy RPG I have been playing, so I took some liberties with "magic" powering
> things.

:-)

> I have just started looking at modeling tools for people and animals.  Once I am
> comfortable with them, I envisioned having the traveler at the well in the scene
> raising the bucket from the well.

it will be interesting to see the shape this traveller will take.


regards, jr.


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From: Bald Eagle
Subject: Re: First image posting
Date: 1 May 2021 07:30:00
Message: <web.608d3ac9f7d27fe1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> Yes, that is certainly true indeed. Try to find the balance.
> Sometimes/often, stochastic anti-aliasing helps for the grainy distance
> mess.

Presumably, this is what all this "mip-mapping" business is about.   Has anyone
ever tried to emulate that process, that we know of?


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From: MichaelJF
Subject: Re: First image posting
Date: 1 May 2021 13:57:12
Message: <608d9678$1@news.povray.org>
Am 30.04.2021 um 21:40 schrieb Chris R:
> MichaelJF <fri### [at] t-onlinede> wrote:
>> Am 29.04.2021 um 21:39 schrieb Chris R:
>>> I have been playing around with POV-Ray again after a many-year hiatus.  Here is
>>> my first scene using 3.7.
>>>
>>> Credits where credit is due:
>>> Sunlight and sky is from LightSys macros.
>>> Tree and bush are from Arbaro
>>> Various ropes are from the POV-Library ropes macros
>>>
>>> I use isosurfaces with pigment-pattern perturbation a lot for stone and wood
>>> surfaces.
>>>
>>> About the only rendering feature I didn't try out with this was camera blur.
>>>
>>> Appreciate any comments or suggestions for future improvements.
>>> Very nice image. But you asked for improvement. The blue textures of the
>> shutters are a little bit too blue IMO as are the green textures. And
>> the crackle pattern at the well should be exchanged. You can create a
>> better well with the blockwall macros (search the POV-Object collection).
>>
>> Best regards
>> Michael
> 
> Thanks for the comments!  I didn't have any real-world shutters and doors to
> model the colors, so it isn't surprising they stick out.  I could revert to my
> earlier comments about a fantasy world scene, so the colors are more intense,
> but I could certainly see dulling them to make it look more medieval instead.
> 
> I am working on a new project with bricks around a lighthouse (cone).  I'll look
> into the blockwall macros for that as well.  I have had issues getting access to
> the POV-Object collection after the server crash.
> 
> 
> 
If you cannot download the blockwall macros from the POV server I can 
provide them here if you want. Obviously you don't live in Germany, 
shutters are very common here.

Best regards
Michael


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From: Cousin Ricky
Subject: Re: First image posting
Date: 1 May 2021 22:20:58
Message: <608e0c8a$1@news.povray.org>
On 2021-04-30 3:40 PM (-4), Chris R wrote:
> 
> I am working on a new project with bricks around a lighthouse (cone).  I'll look
> into the blockwall macros for that as well.  I have had issues getting access to
> the POV-Object collection after the server crash.

I believe the Object Collection is still down.  It does not respond to
pings.  Chris Cason reported that bringing it back online will take more
time than he can budget right now.

In the meantime, Le Forgeron has mirrored all the modules as of April 2019:

  https://github.com/LeForgeron/PovContributions


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From: Thomas de Groot
Subject: Re: First image posting
Date: 2 May 2021 02:47:28
Message: <608e4b00$1@news.povray.org>
Op 01/05/2021 om 13:26 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>> Yes, that is certainly true indeed. Try to find the balance.
>> Sometimes/often, stochastic anti-aliasing helps for the grainy distance
>> mess.
> 
> Presumably, this is what all this "mip-mapping" business is about.   Has anyone
> ever tried to emulate that process, that we know of?
> 
Good question. It would be interesting to try indeed. RoundTuits are 
needed however!

-- 
Thomas


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From: Bald Eagle
Subject: Re: First image posting
Date: 2 May 2021 08:15:00
Message: <web.608e9704f7d27fe1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> > Presumably, this is what all this "mip-mapping" business is about.   Has anyone
> > ever tried to emulate that process, that we know of?
> >
> Good question. It would be interesting to try indeed. RoundTuits are
> needed however!

https://www.youtube.com/watch?v=0flY11lVCwY
He covers this briefly in the first 2 minutes.

Just shooting from the hip here, but it sounds like a functional emulation of
this would be to start with a very large, high-def version of the texture and
then make a few smaller versions.   Then just have an array of the filenames and
the texture could probably be automagically sampled at the desired resolution
using a polynomial function like I did in the vortex scene or using a spline
like Ingo is doing.

Maybe there's some kind of MOA (minutes of angle) calculation that initially
gets done to optimally set the different image_map resolutions...?


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From: Thomas de Groot
Subject: Re: First image posting
Date: 3 May 2021 02:36:24
Message: <608f99e8$1@news.povray.org>
Op 02/05/2021 om 14:11 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>>> Presumably, this is what all this "mip-mapping" business is about.   Has anyone
>>> ever tried to emulate that process, that we know of?
>>>
>> Good question. It would be interesting to try indeed. RoundTuits are
>> needed however!
> 
> https://www.youtube.com/watch?v=0flY11lVCwY
> He covers this briefly in the first 2 minutes.
> 
> Just shooting from the hip here, but it sounds like a functional emulation of
> this would be to start with a very large, high-def version of the texture and
> then make a few smaller versions.   Then just have an array of the filenames and
> the texture could probably be automagically sampled at the desired resolution
> using a polynomial function like I did in the vortex scene or using a spline
> like Ingo is doing.
> 
By default, a factor 2 scaling is used, I understand. That is not 
difficult; what is (at least for me) is how to chose the right texture 
for each render or location in the scene (for instance the background of 
a chequered plane smoothly grading into the foreground). Well, I have an 
idea of course, but no time to test it out presently. :-/

> Maybe there's some kind of MOA (minutes of angle) calculation that initially
> gets done to optimally set the different image_map resolutions...?
> 
Hmm... possibly. I have no idea at this stage however.

-- 
Thomas


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