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28 Mar 2024 12:17:38 EDT (-0400)
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From: Kenneth
Subject: Re: Beach Scene
Date: 22 Jul 2021 11:25:00
Message: <web.60f98cc1115c8a234cef624e6e066e29@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:

> >
> > A very nice season scene!
> > Perhaps the white in the wood texture is a bit too shiny, when the paint
> > get aged it get more shabby.
> >
> > Paolo
>
> Thanks for the suggestion.  The white part of the texture has a pretty low
> specular, (0.1), but maybe because the sun is so bright even that is too high.
> I'll play around with it.

I really like those weathered boards; the 'white parts' look about right to me.
I likewise think that, even if they happened to be intrinsically gray, the very
bright sunlight would *probably* make them look white instead, to our eyes.
Nicely done!

The slight area-light of the sunlight is another very nice and subtle touch...
not too much, not too little.

The noise-like look on the tar shingles is another nice detail. Is that from
using simple crand? Or does it come from the choice of texture colors and scale?
I would assume that antialiasing would mostly eliminate any crand, if used.


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From: Chris R
Subject: Re: Beach Scene
Date: 22 Jul 2021 15:15:00
Message: <web.60f9c32b115c8a23a22635af5cc1b6e@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
> > Paolo Gibellini <p.g### [at] gmailcom> wrote:
>
> > >
> > > A very nice season scene!
> > > Perhaps the white in the wood texture is a bit too shiny, when the paint
> > > get aged it get more shabby.
> > >
> > > Paolo
> >
> > Thanks for the suggestion.  The white part of the texture has a pretty low
> > specular, (0.1), but maybe because the sun is so bright even that is too high.
> > I'll play around with it.
>
> I really like those weathered boards; the 'white parts' look about right to me.
> I likewise think that, even if they happened to be intrinsically gray, the very
> bright sunlight would *probably* make them look white instead, to our eyes.
> Nicely done!
>
> The slight area-light of the sunlight is another very nice and subtle touch...
> not too much, not too little.
>
> The noise-like look on the tar shingles is another nice detail. Is that from
> using simple crand? Or does it come from the choice of texture colors and scale?
> I would assume that antialiasing would mostly eliminate any crand, if used.

The texture uses granite and there is crand in the finish, but the variability
probably comes more from creating the shingles as isosurfaces and adding f_bumps
and f_snoise3d at different scales to the edges of the box.  Each shingle is an
individual object and is separately textured, so the textures get randomly
translated as well.

-- Chris R.


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From: Bald Eagle
Subject: Re: Beach Scene
Date: 22 Jul 2021 17:30:00
Message: <web.60f9e2a9115c8a231f9dae3025979125@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:
> I have been working on this for a few weeks and am about ready to move on, so I
> thought I'd share it with the community.  The comments I receive usually end up
> in future projects.

And based on this, I'm sure a lot of us are hoping to see those!  :)

> This is based on a photo of the back side of a row of colorful beach huts.  In
> the original, all of the huts looked like they had been freshly sided and
> painted, which wasn't terribly interesting to me, so I decided to age them quite
> a bit so I could continue working on my raw-wood textures and aging paint
> textures.

The siding paint looks too new and glossy.  Actually everything looks a little
too clean, but that's the nature of renders.

I still have no idea how to go about using "proximity patterns," but maybe you
could scuff up the edges and corners a bit, and add some brown, tan, buff spots
to suggest wear by wind-blown sand. The eaves look too immaculate, and I would
imagine that the first thing to warp and dry-rot would be those diagonals on the
foundation posts.   Maybe use "isowood" for those.

> The shingles were another new area for me to play with.  I have done tiled roofs
> before, but this is my first attempt at a tar-shingled roof.

That looks like a great texture.  I'm wondering if you could add some sand up
there and some darker spots where some of the protective granules have crumbled
off the tarpaper base.

> The foundation posts have a layer of sand on the lee-side; you can sort of see
> it in this view.  I have other test views with closeups that look pretty good as
> well.

I might make that a lighter color to enhance the contrast, and add a stronger
specular component to give it that sparkly sand look.

> I'm pretty happy with the sandy beach and the random stones.  I thought about
> adding some seashells to the mix, but haven't done that yet.

Not that you'd want to sully it with actual trash, but maybe if you added some
footprints, drag marks, and other signs of life - maybe a sun-umbrella leaning
against the side, a lost towel or sandal blown underneath by the wind, a bucket
and/or shovel, can or bottle, dried starfish, a POV-Ray logo'd bottlecap ...
you know - stuff.
Stuff IN the sand is good - though I'd shove it down a bit deeper - it seems
unnaturally proud of the surface.  Shells are a good idea, as would be
driftwood, and a bit of those dessicated bits of dune grass straw that seem to
be everywhere.
A PITA seagull perched atop one would also help give it that wee little bit of
_life_ that would take off the sterile edge of the solely architectural scene.

> Thanks ahead of time for any comments and suggestions for improvements.

I really like what I see when I _look_, but perhaps just accentuate what you're
clearly doing a bit more.  The unevenness of the siding boards is great - but
they're still to - straight, square, new.  There are no knots, or those places
where the wood decided to suck up the paint before it dried.  No chips, scuffs,
or hammer marks.  Put a popping-out nailhead or two.  Give everything -
especially those vertical strips and the fascia boards some waviness and/or
crookedness. Pop a piece loose and let it hang from one end a bit, esp along the
bottom edges.
I mean, they're beach huts.  "But everyone who hears these words of mine and
does not put them into practice is like a foolish man who built his house on
sand. The rain came down, the streams rose, and the winds blew and beat against

wind and shifting sands, and _people_ are gonna beat the snot out of those
things.  They're going to lean and expand and contract, and crack and split, and
work themselves apart. So make 'em more political - you know - crooked.  :D
And the way the red hut diagonals are above the sand, but the others are
starting to get buried in it - is absolutely perfect.

The paint texture is looking great on the yellow hut, and those horizontal
regions (fading?) on the leftmost blue and green huts is great.  I can almost
see it on the red one, but the way it looks suggests more shiny specularity of
glossy paint - so maybe it needs to be tweaked somehow to works across a broader
range of base colors.  I'm impressed with the normals and that there are so many
isosurfaces in the scene.  That makes my inner raytracing mathematician all warm
and fuzzy.  :)

As far as the composition - that gets a little tricky.  In my head I have "beach
scene" as being glaringly brighter, and more "open".  So, maybe open up the
scene a bit on top and bottom to show more sand and sky, and put some kind of
white media fog thing encroaching on the scene from the direction of the sun?
Maybe explore a lens flare and see if that adds anything to the scene...

Not sure what your global scene layout/geometry is, but maybe move the camera so
you can see through the gaps in between the huts and get some sense of distance
- some open ocean and foggy horizon to add depth to the scene.   Maybe if you do
that, you'd have enough distant stuff to add in some heat mirage.  The sky kinda
seems washed out - maybe deepen the shade of blue a bit?  It would also make the
clouds POP, which I think they should - given all the reflective lighting from
underneath by the beach sand?

Nice, simple scene - but yet there are so many little details, many of which you
are obviously already aware of, and trying to craft into your scene.  Make it
any more real, and I'm going to start smelling salt, seaweed, and boardwalk
food.

Good job!


- Bill


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From: Chris R
Subject: Re: Beach Scene
Date: 23 Jul 2021 16:00:00
Message: <web.60fb1ee6115c8a23a22635af5cc1b6e@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
> > I have been working on this for a few weeks and am about ready to move on, so I
> > thought I'd share it with the community.  The comments I receive usually end up
> > in future projects.
>
> And based on this, I'm sure a lot of us are hoping to see those!  :)
>
> > This is based on a photo of the back side of a row of colorful beach huts.  In
> > the original, all of the huts looked like they had been freshly sided and
> > painted, which wasn't terribly interesting to me, so I decided to age them quite
> > a bit so I could continue working on my raw-wood textures and aging paint
> > textures.
>
> The siding paint looks too new and glossy.  Actually everything looks a little
> too clean, but that's the nature of renders.
>
> I still have no idea how to go about using "proximity patterns," but maybe you
> could scuff up the edges and corners a bit, and add some brown, tan, buff spots
> to suggest wear by wind-blown sand. The eaves look too immaculate, and I would
> imagine that the first thing to warp and dry-rot would be those diagonals on the
> foundation posts.   Maybe use "isowood" for those.
>
> > The shingles were another new area for me to play with.  I have done tiled roofs
> > before, but this is my first attempt at a tar-shingled roof.
>
> That looks like a great texture.  I'm wondering if you could add some sand up
> there and some darker spots where some of the protective granules have crumbled
> off the tarpaper base.
>
> > The foundation posts have a layer of sand on the lee-side; you can sort of see
> > it in this view.  I have other test views with closeups that look pretty good as
> > well.
>
> I might make that a lighter color to enhance the contrast, and add a stronger
> specular component to give it that sparkly sand look.
>
> > I'm pretty happy with the sandy beach and the random stones.  I thought about
> > adding some seashells to the mix, but haven't done that yet.
>
> Not that you'd want to sully it with actual trash, but maybe if you added some
> footprints, drag marks, and other signs of life - maybe a sun-umbrella leaning
> against the side, a lost towel or sandal blown underneath by the wind, a bucket
> and/or shovel, can or bottle, dried starfish, a POV-Ray logo'd bottlecap ...
> you know - stuff.
> Stuff IN the sand is good - though I'd shove it down a bit deeper - it seems
> unnaturally proud of the surface.  Shells are a good idea, as would be
> driftwood, and a bit of those dessicated bits of dune grass straw that seem to
> be everywhere.
> A PITA seagull perched atop one would also help give it that wee little bit of
> _life_ that would take off the sterile edge of the solely architectural scene.
>
> > Thanks ahead of time for any comments and suggestions for improvements.
>
> I really like what I see when I _look_, but perhaps just accentuate what you're
> clearly doing a bit more.  The unevenness of the siding boards is great - but
> they're still to - straight, square, new.  There are no knots, or those places
> where the wood decided to suck up the paint before it dried.  No chips, scuffs,
> or hammer marks.  Put a popping-out nailhead or two.  Give everything -
> especially those vertical strips and the fascia boards some waviness and/or
> crookedness. Pop a piece loose and let it hang from one end a bit, esp along the
> bottom edges.
> I mean, they're beach huts.  "But everyone who hears these words of mine and
> does not put them into practice is like a foolish man who built his house on
> sand. The rain came down, the streams rose, and the winds blew and beat against
>
> wind and shifting sands, and _people_ are gonna beat the snot out of those
> things.  They're going to lean and expand and contract, and crack and split, and
> work themselves apart. So make 'em more political - you know - crooked.  :D
> And the way the red hut diagonals are above the sand, but the others are
> starting to get buried in it - is absolutely perfect.
>
> The paint texture is looking great on the yellow hut, and those horizontal
> regions (fading?) on the leftmost blue and green huts is great.  I can almost
> see it on the red one, but the way it looks suggests more shiny specularity of
> glossy paint - so maybe it needs to be tweaked somehow to works across a broader
> range of base colors.  I'm impressed with the normals and that there are so many
> isosurfaces in the scene.  That makes my inner raytracing mathematician all warm
> and fuzzy.  :)
>
> As far as the composition - that gets a little tricky.  In my head I have "beach
> scene" as being glaringly brighter, and more "open".  So, maybe open up the
> scene a bit on top and bottom to show more sand and sky, and put some kind of
> white media fog thing encroaching on the scene from the direction of the sun?
> Maybe explore a lens flare and see if that adds anything to the scene...
>
> Not sure what your global scene layout/geometry is, but maybe move the camera so
> you can see through the gaps in between the huts and get some sense of distance
> - some open ocean and foggy horizon to add depth to the scene.   Maybe if you do
> that, you'd have enough distant stuff to add in some heat mirage.  The sky kinda
> seems washed out - maybe deepen the shade of blue a bit?  It would also make the
> clouds POP, which I think they should - given all the reflective lighting from
> underneath by the beach sand?
>
> Nice, simple scene - but yet there are so many little details, many of which you
> are obviously already aware of, and trying to craft into your scene.  Make it
> any more real, and I'm going to start smelling salt, seaweed, and boardwalk
> food.
>
> Good job!
>
>
> - Bill

I have a lot to digest in here, but thanks for the detailed look at the image.
I was afraid people had moved on from POV, so it is good to see some real
enthusiasts on the message board.  I always like to come to this particular
group to see what amazing things other people are doing with it.

-- Chris R.


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From: BayashiPascal
Subject: Re: Beach Scene
Date: 23 Jul 2021 23:10:00
Message: <web.60fb8394115c8a23a3e088d5e0f8c582@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:

> I like the sand in your image as well.  Mind sharing how you generated it?
>
> -- Chris R


Hi Chris,

I've looked for the code of my "beach" scene, could find the POV-Ray script but
not the code for the generation of the beach itself. So I've re-written a script
using the idea I've (probably) used back then. See the attached image for an
example of the result it produces. Initially I've certainly written it in C,
generating a mesh, but I don't know if you're familiar with this language so I
thought a POV-Ray script would be easier. However this wouldn't be scalable to a
large scene, you'd need then to implement it in a more efficient language.
You'll also have to tweak the parameters to bring it to the aesthetic you like,
but I hope the script is enough to get the idea.

Enjoy, and ask for details if needed.

Pascal


##############################################################################


#version 3.8;

// Parametric function defining the global shape of the beach
// Return the height at (u, v)
#declare BeachShape = function (u, v) {
  // Use a simple paraboloid centered on (0.5, 0.5) as an example
  pow(u - 0.5, 2.0) * pow(v - 0.5, 2.0)
}

// Random number seed
#declare RndSeed = seed(0);

// Macro generating the beach using CSG to carve randomly placed cones
// from a box
#declare Beach = difference {

  // The box to be carved
  box { <0.0, -0.5, 0.0> <1.0, 0.5, 1.0> }

  // Number of holes to be carved
  #declare nbHole = 500;

  // Parameters controlling the radius and depth of the holes
  // bigger value for maxSizeHole gives a smoother surface
  // smaller value for maxDepthHole gives a smoother surface
  #declare maxSizeHole = 0.05;
  #declare maxDepthHole = 0.02;

  // Loop on the holes
  #declare iHole = 0;
  #while (iHole < nbHole)

    // Place randomly the hole
    #declare cu = rand(RndSeed);
    #declare cv = rand(RndSeed);

    // Get the depth and size of the hole
    #declare depthHole = BeachShape(cu, cv) - maxDepthHole * rand(RndSeed);
    #declare sizeHole = maxSizeHole * (0.5 + rand(RndSeed));

    // Create the cone carving the hole in the box
    cone {
      <cu, depthHole, cv>, 0.0
      <cu, depthHole + 1.0, cv>, sizeHole / maxDepthHole
    }

    // Step to the next hole
    #declare iHole = iHole + 1;
  #end

}

// Instanciate the beach
object {
  Beach
  // Default grey texture for test
  texture{ pigment {color rgb 0.75}}
}


// Light and Camera

global_settings {assumed_gamma 1.0}
camera {
  location 0.5 * y
  look_at 0.5 * (x + z)
}
light_source {
  y
  rgb 1.0
}
background { color rgb 1.0 }


##############################################################################


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Attachments:
Download 'test.png' (50 KB)

Preview of image 'test.png'
test.png


 

From: Thomas de Groot
Subject: Re: Beach Scene
Date: 26 Jul 2021 04:47:58
Message: <60fe76be$1@news.povray.org>
Images and discussions like here always open up memory vats. :-)

Concerning your peeling paint, you might be interested in work presented 
here in 2014, by myself, and by William F. Pokorny. Especially the 
latter's work on this is outstanding imo.

http://news.povray.org/povray.binaries.scene-files/thread/%3C537e0937%241%40news.povray.org%3E/?ttop=435041&toff=150
http://news.povray.org/povray.binaries.images/thread/%3C53ef8f19%40news.povray.org%3E/
http://news.povray.org/povray.binaries.scene-files/thread/%3C53f07727%241%40news.povray.org%3E/?ttop=435041&toff=100

-- 
Thomas


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From: Paolo Gibellini
Subject: Re: Beach Scene
Date: 6 Aug 2021 11:26:26
Message: <610d54a2$1@news.povray.org>
Il 20/07/2021 08:15, Thomas de Groot ha scritto:
 > Op 19/07/2021 om 10:54 schreef Paolo Gibellini:
 >
 >> A very nice season scene!
 >> Perhaps the white in the wood texture is a bit too shiny, when the
 >> paint get aged it get more shabby.
 >>
 >> Paolo
 >
 > Those are some "Awesome Rollexes" indeed!! ;-)
 >
 > I shall keep them for reference. Inspiringly good photographs.
 >

:D
The charm of the decay...

Paolo


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From: Paolo Gibellini
Subject: Re: Beach Scene
Date: 6 Aug 2021 11:29:15
Message: <610d554b$1@news.povray.org>
Il 21/07/2021 14:35, Chris R ha scritto:
 > Thanks for the suggestion.  The white part of the texture has a 
pretty low
 > specular, (0.1), but maybe because the sun is so bright even that is 
too high.
 > I'll play around with it.
 >
 > By the way, are the images you attached generated by POV?  If so, I 
clearly have
 > a lot to learn yet, as I can't distinguish them from photographs.
 >
 > -- Chris R
 >
 >


Ha ha .. very funny ;-)
They are just photographs taken nearby, for reference.

Paolo


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From: Thomas de Groot
Subject: Re: Beach Scene
Date: 7 Aug 2021 02:19:22
Message: <610e25ea$1@news.povray.org>
Op 06/08/2021 om 17:26 schreef Paolo Gibellini:
> Il 20/07/2021 08:15, Thomas de Groot ha scritto:
>  > Op 19/07/2021 om 10:54 schreef Paolo Gibellini:
>  >
>  >> A very nice season scene!
>  >> Perhaps the white in the wood texture is a bit too shiny, when the
>  >> paint get aged it get more shabby.
>  >>
>  >> Paolo
>  >
>  > Those are some "Awesome Rollexes" indeed!! ;-)
>  >
>  > I shall keep them for reference. Inspiringly good photographs.
>  >
> 
> :D
> The charm of the decay...
> 

Indeed, yes. Urbex photographs are, too. I once did an Urbex scene with 
peeling paint: 
http://news.povray.org/povray.binaries.images/thread/%3C53e9436e%241%40news.povray.org%3E/

Ultimately, it led to a peeling paint isosurface by William Pokorny: 
http://news.povray.org/povray.binaries.images/message/%3C53eeb127%40news.povray.org%3E/#%3C53eeb127%40news.povray.org%3E

Good old times...

-- 
Thomas


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From: Paolo Gibellini
Subject: Re: Beach Scene
Date: 13 Aug 2021 12:04:43
Message: <6116981b$1@news.povray.org>
Il 07/08/2021 08:19, Thomas de Groot ha scritto:
> 
> Indeed, yes. Urbex photographs are, too. I once did an Urbex scene with 
> peeling paint: 
>
http://news.povray.org/povray.binaries.images/thread/%3C53e9436e%241%40news.povray.org%3E/

> 
> 
> Ultimately, it led to a peeling paint isosurface by William Pokorny: 
>
http://news.povray.org/povray.binaries.images/message/%3C53eeb127%40news.povray.org%3E/#%3C53eeb127%40news.povray.org%3E

> 
> 
> Good old times...
> 
Good old times!
I wish I have a few time to write something...

Paolo


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