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 CAD / Ray-Tracing / *3035 (-10)
Subject: 
Re: How would you do it?
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 2 Jun 2011 14:32:42 GMT
Viewed: 
19755 times
  
Kevin L. Clague wrote:
I'm not much of a POV expert, but it looks to me like Jeroen used a
single light source (I only see one shadow per model).

You can use many lights, and still have a single shadow by making all lights
but one 'shadowless' (a modifier to the POV light description). I often put
a (not too bright) shadowless light at the same position as the camera, to
make sure there's at least *some* light into all the cavities you can see.

--
Anders Isaksson


Subject: 
Re: How would you do it?
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 2 Jun 2011 13:06:31 GMT
Viewed: 
19713 times
  
It looks to me like each model / row of models was rendered in POV-Ray
individually and then PhotoShopped together.  Probably removed any reflections
when combined on to one image.

Scott


Subject: 
Re: How would you do it?
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 2 Jun 2011 12:10:32 GMT
Viewed: 
19477 times
  
In lugnet.cad.ray, Larry Pieniazek wrote:
A long time ago, Jeroen kindly rendered this image for me in POVRay

http://miltontrainworks.com/MTW/images/MTWproductLine_1280x1024.jpg

But the source got lost. Now I need it much much larger so I'm trying to
recreate it. I am all the way there (all models positioned right, etc) except
for the lighting/shadows. Which may well be the hardest part!

I like how the shadows are, they are relatively light. I also like how the base
reflection is set up (i.e. there is none)

I've been trying a lot of different render settings and surface settings but I'm
either getting large muddy shadows, or I'm getting a surface that reflects the
models. Anyone have any clues on the best combination of surface materials (for
the white plane that everything sits on) and light source settings? I thought
maybe an area light was the way to go but it's not working well for me.

Here's my current surface settings...

texture {
                        pigment{ rgb <1,1,1> }
                        finish {
                                reflection 0
                                ambient 0.4
                                diffuse 0.5
                                roughness  .01
                        }
                }

Am I even on the right track there?

Thanks for any suggestions.

Hi Larry,

  I'm not much of a POV expert, but it looks to me like Jeroen used a single
light source (I only see one shadow per model).  I'd guess the light source is
very far away (to simulate sunlight) because all the shadows cast proportionate
lengths.

  To soften the shadows I'd think you would want to increase ambient and
diminish diffuse.  The affect of diffuse depends on the angle of the light
hitting the surface, ambient is not.  If you have control over ambient light
color I'd guess you want it white.

  I'd practice on the lighting/background on a small model until you get what
you want but you're very smart, so you probably are already doing that.  It
might also be faster to render each model separately, and then composite them
together into your final image.

Kevin


Subject: 
How would you do it?
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 2 Jun 2011 03:50:37 GMT
Highlighted: 
(details)
Viewed: 
19850 times
  
A long time ago, Jeroen kindly rendered this image for me in POVRay

http://miltontrainworks.com/MTW/images/MTWproductLine_1280x1024.jpg

But the source got lost. Now I need it much much larger so I'm trying to
recreate it. I am all the way there (all models positioned right, etc) except
for the lighting/shadows. Which may well be the hardest part!

I like how the shadows are, they are relatively light. I also like how the base
reflection is set up (i.e. there is none)

I've been trying a lot of different render settings and surface settings but I'm
either getting large muddy shadows, or I'm getting a surface that reflects the
models. Anyone have any clues on the best combination of surface materials (for
the white plane that everything sits on) and light source settings? I thought
maybe an area light was the way to go but it's not working well for me.

Here's my current surface settings...

texture {
                        pigment{ rgb <1,1,1> }
                        finish {
                                reflection 0
                                ambient 0.4
                                diffuse 0.5
                                roughness  .01
                        }
                }

Am I even on the right track there?

Thanks for any suggestions.


Subject: 
Re: POVRay Error: lg_defs.inc
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 26 May 2011 17:50:38 GMT
Viewed: 
22883 times
  
In lugnet.cad.ray, Adrian Rohnfelder wrote:
Travis,

cool, many thanks, will be able to test the file tomorrow.

What can I do within LDraw to avoid this prob in future times?

The bug in LDView means that any sloped bricks that have LGEO versions won't
work if they use a color not directly supported by LGEO.  Your model used color
0x6FFFFFF (which is transparent full white) for at least one brick that
contained a textured slope.  I believe if you replace all instances of that with
color 47 (Trans Clear), the problem will go away.

--Travis


Subject: 
Re: POVRay Error: lg_defs.inc
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 26 May 2011 07:06:56 GMT
Viewed: 
21845 times
  
Travis,

cool, many thanks, will be able to test the file tomorrow.

What can I do within LDraw to avoid this prob in future times?

Thx, adrian


Subject: 
Re: POVRay Error: lg_defs.inc
Newsgroups: 
lugnet.cad.ray
Date: 
Thu, 26 May 2011 04:46:34 GMT
Viewed: 
21836 times
  
In lugnet.cad.ray, Travis Cobbs wrote:
In lugnet.cad.ray, Adrian Rohnfelder wrote:
Hi Travis,

thanks for your offer, I sent you the file yesterday evening (european time :-)
).

You're welcome.  I got the POV files, and responded (via email) that I needed
the original LDraw file in order to debug LDView.  It would seem that you didn't
get my email reply.

I got your email, tracked down the problem, and sent you a link to a test LDView
build.  Thanks again.

For reference, LDView was referring to sloped brick faces using LGEO's _slope
variant of the color even when the color wasn't a color directly supported by
LGEO.  Since it didn't generate a definition for the _slope variant of the
color, POV failed.

--Travis


Subject: 
Re: POVRay Error: lg_defs.inc
Newsgroups: 
lugnet.cad.ray
Date: 
Wed, 25 May 2011 16:03:19 GMT
Viewed: 
21202 times
  
In lugnet.cad.ray, Adrian Rohnfelder wrote:
Hi Travis,

thanks for your offer, I sent you the file yesterday evening (european time :-)
).

You're welcome.  I got the POV files, and responded (via email) that I needed
the original LDraw file in order to debug LDView.  It would seem that you didn't
get my email reply.

--Travis


Subject: 
Re: POVRay Error: lg_defs.inc
Newsgroups: 
lugnet.cad.ray
Date: 
Wed, 25 May 2011 07:06:49 GMT
Viewed: 
21084 times
  
Hi Travis,

thanks for your offer, I sent you the file yesterday evening (european time :-)
).

cheers, adrian


Subject: 
Re: POVRay Error: lg_defs.inc
Newsgroups: 
lugnet.cad.ray
Date: 
Mon, 23 May 2011 16:08:13 GMT
Viewed: 
20107 times
  
In lugnet.cad.ray, Adrian Rohnfelder wrote:
Hi Larry,

no, Ben wasn't there, I forgot the name of the guy you've visited, I will ask
Ralph, maybe he remembers.

Your tip with the library path helped a bit, the error I asked about doesn't
show up again, but now there is a new one:

"No matching in 'material', undeclared identifier 'LDXColor117440511_slope'"

Is my LGEO library out of date?

That sounds like an LDView bug.  If you send me your model, I will investigate.

--Travis



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