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See the initial post in irtc.stills
I think that at this tough times it would be a good
idea to unite POV-Ray users from different countries
in one project.
The only requirement to participate in this project
is admiration for POV-Ray and good experience in
POV-Ray.
The reference image for this project is a painting
by english painter William Marlow called 'Capriccio:
St.Paul's and a Venetian Canal':
http://www.tate.org.uk/servlet/AWork?id=9296
This is just the reference image. It doesn't mean that the
result of this project should be exact replica of it. But
it's a good starting point.
Here are some obvious rules:
- use only your own objects and textures
- image maps (if any) should be in a high resolution
- all sources and textures will be open
Here are image elements which should be done:
- St. Paul cathedral Dome (let me know if you need detailed
drawing)
- St. Paul Cathedral Facade (let me know if you need detailed
drawing)
- Water + Wooden posts (it would be great to have Christoph Hormann
on board for this item)
- Boats + Sails (it would be great to have Txemi Jendrix on board for
this item)
- People (it would be great to have Gilles Tran on board for this item)
- Sky + Clouds
- Houses (it would be great to have Nathan O'Brian on board for
this item. I will also contribute here)
- Lighting (it would be great to have Jaime Vives Piqueres on board
for this item)
We together will decide what will be included to the final scene.
Feel free to use any technique and tool. Let's try to finish image
for current IRTC round deadline.
Newsgroup for image submission and image discussions is
povray.binaries.images
Newsgroup for sources is
povray.binaries.scene-files
As an initial input I'll provide one of the houses pretty soon.
I'll put it in p.b.s-f. Take it and add your element or improve
existing one and show us result. This way we will add
more and more elements to that scene and eventually create
good image together :)
Good Luck!
Gena.
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On Tue, 25 Mar 2003 22:41:41 -0800
Gena Obukhov <obu### [at] mailcom> wrote:
> See the initial post in irtc.stills
Nice idea, Genna! Too bad I'm really busy these days... but I will
try to help a bit anyhow. I agree that this image should not be entered
on the IRTC, but use IRTC topic and deadline.
> - Lighting (it would be great to have Jaime Vives Piqueres on board
> for this item)
Count me in then... but I think that perhaps all my job will be
setting up Skylight.inc by Philippe Debar: it can be really great for
the sun lighting and of course for the sky sphere.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Gena Obukhov wrote:
>
> See the initial post in irtc.stills
>
> I think that at this tough times it would be a good
> idea to unite POV-Ray users from different countries
> in one project.
>
> The only requirement to participate in this project
> is admiration for POV-Ray and good experience in
> POV-Ray.
> [...]
I like the idea of an 'open' cooperation project where the development of
the scene will be visible to everyone. I think this has never been tried
before and i'm not sure how well it will work but it is definitely worth
trying.
>
> Here are some obvious rules:
> - use only your own objects and textures
> - image maps (if any) should be in a high resolution
> - all sources and textures will be open
The latter will be difficult with human figures - you probably know Gilles
and others mostly use non-free data for this purpose.
> Here are image elements which should be done:
>
> - St. Paul cathedral Dome (let me know if you need detailed
> drawing)
I think Ib Rasmussen modelled this before:
http://home4.inet.tele.dk/ibras/stpaul.htm
> - Water + Wooden posts (it would be great to have Christoph Hormann
> on board for this item)
>
I will see what i can do...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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On Wed, 26 Mar 2003 10:26:01 +0100, Christoph Hormann <chr### [at] gmxde>
wrote:
> I like the idea of an 'open' cooperation project where the development of
> the scene will be visible to everyone. I think this has never been tried
> before and i'm not sure how well it will work but it is definitely worth
> trying.
www.imp.org , though "everyone" means member with password in this case
ABX
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Jaime Vives Piqueres wrote:
>
> [...]
>
> Count me in then... but I think that perhaps all my job will be
> setting up Skylight.inc by Philippe Debar: it can be really great for
> the sun lighting and of course for the sky sphere.
BTW i'm still waiting for an updated version of that file - there seem to
have been quite some problems in the original version posted in p.b.s-f.
and i am somewhat too lazy to understand the things that have been
discussed there... ;-)
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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> > - all sources and textures will be open
>
> The latter will be difficult with human figures - you probably know Gilles
> and others mostly use non-free data for this purpose.
As one of the workarounds here we could use high res. image maps.
For example place the figure in the scene render it it in high res. and use
it as an image map later on in that scene. The only problem here is
flat shadow from plane with image map.
> > Here are image elements which should be done:
> >
> > - St. Paul cathedral Dome (let me know if you need detailed
> > drawing)
>
> I think Ib Rasmussen modelled this before:
>
> http://home4.inet.tele.dk/ibras/stpaul.htm
Great! I remembered that somebody did it before but didn't remember
the name.
So, Ib Rasmussen if you are reading this posting and if you want
to join you are welcome. Again if you don't want to share your source
files we could just use high res. image map (though sources would be
more preferable :).
Gena.
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> Nice idea, Genna! Too bad I'm really busy these days... but I will
> try to help a bit anyhow. I agree that this image should not be entered
> on the IRTC, but use IRTC topic and deadline.
Feel free to join the process at any stage.
Gena.
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Gena Obukhov wrote:
> So, Ib Rasmussen if you are reading this posting and if you want
> to join you are welcome. Again if you don't want to share your source
> files we could just use high res. image map (though sources would be
> more preferable :).
I'm reading, and you can have the source. I have published it once upon
a time, in one of the object collections, but that probably doesn't
exist any more.
I shall post it in p.b.scene-files once I locate it on my hard disk.
/Ib
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>
> The latter will be difficult with human figures - you probably know Gilles
> and others mostly use non-free data for this purpose.
>
>
With the advent of powerful freeware mesh modellers, such as Wings 3D,
originally modelled figures could be possible I think
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>I think that at this tough times it would be a good
>idea to unite POV-Ray users from different countries
>in one project.
Great idea!
I'm specialized for physically accurate modelling. Materials, lightning,
some mathematics, coding and other stuff. I can made physically accurate
water and other materials in scene.
Here is code for sky sphere and sunlight. I adjust sunlight little cooler
(-> yellow) from 6504K white point.
---
#declare SunLightSize = 5; // Angle
#declare SunLightShadowMinimumDetail = 0; // 0 - 9
#declare SunLightShadowMaximumDetail = 0; // 0 - 9
// Sky
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb 0]
[0.5 rgb 0]
[0.5 rgb <176, 226, 255> / 255]
[1.0 rgb < 96, 123, 139> / 255]
}
scale <1,2,1>
translate <0, 1, 0>
}
}
// Sun
light_source {
<0, 100000, 0>, rgb <1.14014, 0.97155, 0.86895>
#if (SunLightShadowMaximumDetail)
#if (SunLightShadowMaximumDetail = 1)
#local SunLightArea = tan(radians(SunLightSize / 2)) * pi * 50000;
#else
#local SunLightArea = tan(radians(SunLightSize / 2)) * 200000;
#end
area_light <SunLightArea, 0, 0> , <0, 0, SunLightArea>,
SunAreaLightSize, SunAreaLightSize
adaptive SunLightShadowMinimumDetail - 1
#if (SunLightShadowMaximumDetail > 1)
circular
#end
#end
media_attenuation on
photons {
refraction on
reflection on
area_light
}
rotate <20, 0, 0> // Zenith
rotate <0, 60, 0> // Azimuth
}
---
And here is water. Absorbtion works one unit = 1m -scale. Highlight is
dependant on lightning so it probably need adjustment. This is pure water
so we probably have to add some dirt. We also have to add surface normal or
make isosurface to make ripples. These adjustments is difficult to make
until we have some objects in scene.
---
#declare WaterMaterial = material {
texture {
pigment { rgbf 1 quick_color rgb <0, 0.87058, 1> }
finish {
ambient 1/8
diffuse 7/8
specular 1
roughness 0.0005
//reflection 0.18813
reflection { fresnel }
}
}
interior {
ior 1.33
//caustics 1
dispersion 1.007
//dispersion_samples 7 * 255
media {
method 3
intervals 1
samples 1,1
variance 1 / 255
absorption rgb <0.11064, 0.01432, 0>
}
}
}
---
Matti
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