POV-Ray : Newsgroups : povray.binaries.images : Crypt updated Server Time
14 Oct 2024 08:08:04 EDT (-0400)
  Crypt updated (Message 1 to 5 of 5)  
From: Chris R
Subject: Crypt updated
Date: 15 Aug 2024 09:25:00
Message: <web.66be0152bbaaf464549645b25cc1b6e@news.povray.org>
I made a number of updates to the scene to make it a bit more interesting:
   - The crown is more distinct now
   - The marble for the altar is more sophisticated
   - There is a cloth hanging over the center of the altar
   - Added an incense censer and the monstrance on the altar
   - Added a depression in the hallway floor and allowed water to seep into it

I still haven't made any attempts to insert radiosity in the scene.  I have
found it can be very picky to get rid of the blotchiness when you have large
rough surfaces and a lot of smaller light sources, so I'm not sure how much time
I want so spend on that.

The scene is configured so I can animate the sun position casting light down the
stairs.  If my cluster of servers is free, I may do an animation at 15 or less
minute intervals to see the views that creates.  I have additional views moving
down the hallway closer to the stairs that I can generate as well.

-- Chris R


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Preview of image 'scene-v1.1-hd-hq-q1-2024-08-14.png'
scene-v1.1-hd-hq-q1-2024-08-14.png


 

From: Thomas de Groot
Subject: Re: Crypt updated
Date: 16 Aug 2024 08:46:59
Message: <66bf4a43$1@news.povray.org>
Op 15-8-2024 om 15:23 schreef Chris R:
> I made a number of updates to the scene to make it a bit more interesting:
>     - The crown is more distinct now
>     - The marble for the altar is more sophisticated
>     - There is a cloth hanging over the center of the altar
>     - Added an incense censer and the monstrance on the altar
>     - Added a depression in the hallway floor and allowed water to seep into it
> 

Very good scene indeed!

I have a couple of questions/comments:

- I had not realised that there was a staircase in the background; I 
thought it was a wall. I would like to see a bit of perspective but that 
would be difficult because of the camera position. However, except for 
the somewhat wider bottom step which can be observed on both sides of 
the altar cloth and which appears to be lower, the other individual 
steps seem to high to me. If I translate them to the height of a person 
coming down to the crypt, he/she would not be able to stand upright I am 
afraid. And that would be in contradiction with the height of the altar. 
I may be wrong of course.

- The ground around the altar is tiled, not so the floor towards the 
camera. Intentional?

- The base of the walls are not directly connecting with the floor and 
show a narrow zone of "something", as if the floor was not finished 
there or too narrow. Under the arc, the floor connects, but is again not 
wide enough towards the side "chapels" for the tombs. This looks a bit 
"unfinished" to me...

- Torches but no smoke at all?  ;-)

- Not really an issue, but the flames seem to one single flame media (?) 
copied to all torches.


-- 
Thomas


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From: Chris R
Subject: Re: Crypt updated
Date: 16 Aug 2024 14:00:00
Message: <web.66bf92fec6cedb9b4d6accde5cc1b6e@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 15-8-2024 om 15:23 schreef Chris R:
> > I made a number of updates to the scene to make it a bit more interesting:
> >     - The crown is more distinct now
> >     - The marble for the altar is more sophisticated
> >     - There is a cloth hanging over the center of the altar
> >     - Added an incense censer and the monstrance on the altar
> >     - Added a depression in the hallway floor and allowed water to seep into it
> >
>
> Very good scene indeed!
>
> I have a couple of questions/comments:
>
> - I had not realised that there was a staircase in the background; I
> thought it was a wall. I would like to see a bit of perspective but that
> would be difficult because of the camera position. However, except for
> the somewhat wider bottom step which can be observed on both sides of
> the altar cloth and which appears to be lower, the other individual
> steps seem to high to me. If I translate them to the height of a person
> coming down to the crypt, he/she would not be able to stand upright I am
> afraid. And that would be in contradiction with the height of the altar.
> I may be wrong of course.
>
> - The ground around the altar is tiled, not so the floor towards the
> camera. Intentional?
>
> - The base of the walls are not directly connecting with the floor and
> show a narrow zone of "something", as if the floor was not finished
> there or too narrow. Under the arc, the floor connects, but is again not
> wide enough towards the side "chapels" for the tombs. This looks a bit
> "unfinished" to me...
>
> - Torches but no smoke at all?  ;-)
>
> - Not really an issue, but the flames seem to one single flame media (?)
> copied to all torches.
>
>
> --
> Thomas

The keen eye...

The attached picture has moved the viewpoint closer to the stairs to give a
better view of how they are constructed.  Beyond the arch, the ceiling above the
steps is significantly higher and/or is open to the sky.  You might have to
crouch a bit to get under the arch...

The difference in the flooring in the altar area and the rest of the crypt is
intentional.  The crypt I modeled this after was arranged that way.  And yes,
the walls and the raised section of the floor do not meet consistently.  The
real crypt had a sort of French drain around the edges, but some of the arches
overlapped.  I assume the drain went under them?  That's how I modeled it,
anyway.

The only randomness I provided in the media for the flames was a rotation.  The
flame shapes come from playing with turbulence in the media density.  I didn't
spend a lot of time coming up with ways to vary that and maintain something
vaguely flame-like.

I played around with smoke for the incense censer, but it doesn't who well at
all, especially in this view.  I have to play around with it some more in the
torch flames.  I had added a second media to represent the smoke, but it's
probably just not thick enough given the brightness of the flame media.

-- Chris R


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Attachments:
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Preview of image 'scene-v2.1.png'
scene-v2.1.png


 

From: Thomas de Groot
Subject: Re: Crypt updated
Date: 17 Aug 2024 10:56:05
Message: <66c0ba05$1@news.povray.org>
Op 16-8-2024 om 19:57 schreef Chris R:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 15-8-2024 om 15:23 schreef Chris R:
>>> I made a number of updates to the scene to make it a bit more interesting:
>>>      - The crown is more distinct now
>>>      - The marble for the altar is more sophisticated
>>>      - There is a cloth hanging over the center of the altar
>>>      - Added an incense censer and the monstrance on the altar
>>>      - Added a depression in the hallway floor and allowed water to seep into it
>>>
>>
>> Very good scene indeed!
>>
>> I have a couple of questions/comments:
>>
>> - I had not realised that there was a staircase in the background; I
>> thought it was a wall. I would like to see a bit of perspective but that
>> would be difficult because of the camera position. However, except for
>> the somewhat wider bottom step which can be observed on both sides of
>> the altar cloth and which appears to be lower, the other individual
>> steps seem to high to me. If I translate them to the height of a person
>> coming down to the crypt, he/she would not be able to stand upright I am
>> afraid. And that would be in contradiction with the height of the altar.
>> I may be wrong of course.
>>
>> - The ground around the altar is tiled, not so the floor towards the
>> camera. Intentional?
>>
>> - The base of the walls are not directly connecting with the floor and
>> show a narrow zone of "something", as if the floor was not finished
>> there or too narrow. Under the arc, the floor connects, but is again not
>> wide enough towards the side "chapels" for the tombs. This looks a bit
>> "unfinished" to me...
>>
>> - Torches but no smoke at all?  ;-)
>>
>> - Not really an issue, but the flames seem to one single flame media (?)
>> copied to all torches.
>>
>>
>> --
>> Thomas
> 
> The keen eye...

<grin>

> 
> The attached picture has moved the viewpoint closer to the stairs to give a
> better view of how they are constructed.  Beyond the arch, the ceiling above the
> steps is significantly higher and/or is open to the sky.  You might have to
> crouch a bit to get under the arch...

Yes, indeed. I see it now.

> 
> The difference in the flooring in the altar area and the rest of the crypt is
> intentional.  The crypt I modeled this after was arranged that way.  And yes,
> the walls and the raised section of the floor do not meet consistently.  The
> real crypt had a sort of French drain around the edges, but some of the arches
> overlapped.  I assume the drain went under them?  That's how I modeled it,
> anyway.

No problem then. I like the idea of a kind of drain. Possibly there have 
some rebuilding when the drains were partly covered.

> 
> The only randomness I provided in the media for the flames was a rotation.  The
> flame shapes come from playing with turbulence in the media density.  I didn't
> spend a lot of time coming up with ways to vary that and maintain something
> vaguely flame-like.

No problem. I only mentioned it because I was looking real closely to them.

> 
> I played around with smoke for the incense censer, but it doesn't who well at
> all, especially in this view.  I have to play around with it some more in the
> torch flames.  I had added a second media to represent the smoke, but it's
> probably just not thick enough given the brightness of the flame media.
> 
Yes, I do understand the problem with this. In fact, it is not a big 
issue to have no smoke as such, and I wondered if you had tried 
something yet in that direction.

Again, excellent scene and impressive modelling!

-- 
Thomas


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From: Cousin Ricky
Subject: Re: Crypt updated
Date: 20 Aug 2024 18:10:00
Message: <web.66c513c5c6cedb9b60e0cc3d949c357d@news.povray.org>
"Chris R" <car### [at] comcastnet> wrote:
>
> I still haven't made any attempts to insert radiosity in the scene.  I have
> found it can be very picky to get rid of the blotchiness when you have large
> rough surfaces and a lot of smaller light sources, so I'm not sure how much time
> I want so spend on that.
>
> The scene is configured so I can animate the sun position casting light down the
> stairs.

The sunlight shining down the stairs is way too dim.

Also, the sunlight striking the stairs should add quite a bit of radiosity to
the surrounding area; the entire stairwell area should be lit up on secondary
reflected light.  In lieu of radiosity, you could add some shadowless light
sources with fade_power 2 above the risers.


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