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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
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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
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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
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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.
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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
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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
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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
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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
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Hi Travis,
thanks for your offer, I sent you the file yesterday evening (european time :-)
).
cheers, adrian
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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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Hi, I tried the installation, works fine, but get same error as with the tip of
Larry:
"No matching in 'material', undeclared identifier 'LDXColor117440511_slope'"
Any idea?
Thx, adrian
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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?
Thx again, adrian
PS: Parallel I will try the other idea with the installation bundle...
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In lugnet.cad.ray, Adrian Rohnfelder wrote:
> Hy Larry,
>
> I am also going to try this on friday, thx.
>
> BTW, are you THE Larry I have met years years years ago for one day in Germany
> (forgot the name of the boy you visited, I have been there with Dö (Ralph)) and
> built some cool stuff together? Some time later I also bought a train from you
> (Miltontrainworks)?
I am the Larry behind MiltonTrainWorks.com ... and I think I have been the Larry
you met in Germany way long ago. Was Ben there?
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Hy Larry,
I am also going to try this on friday, thx.
BTW, are you THE Larry I have met years years years ago for one day in Germany
(forgot the name of the boy you visited, I have been there with Dö (Ralph)) and
built some cool stuff together? Some time later I also bought a train from you
(Miltontrainworks)?
Cheers, adrian
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In lugnet.cad.ray, Willy Tschager wrote:
> http://news.lugnet.com/cad/?n=17708
> It will do the job for you and I've got a new tester as well.
Cool, thx, will give it a try on friday (have no access to my Mac Mini with the
Windows Installation at the moment) and tell you the results. Great, adrian
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In lugnet.cad.ray, Willy Tschager wrote:
> In lugnet.cad.ray, Adrian Rohnfelder wrote:
> > Parse Error cannot open include file lg_defs.inc
>
> Your POV-Ray.ini file is missing the paths to the LGEO libraries. You might try
> the AIOI I have prepared:
>
> http://news.lugnet.com/cad/?n=17708
>
> It will do the job for you and I've got a new tester as well.
>
> w.
Another approach (not necessarily better, but if you have a mostly working
installation already you may prefer it, especially if your directory layout is
non standard) is to go get the LGEO libs and then hand modify your master
POVRAY.ini file (From the menu bar, select Tools/Edit master POVRAY.INI which
will launch a notepad of it) to add Library_Path= statements as needed
I added these
Library_Path=C:\shortprg\LDRAW\POV\include\lgeo\ar
Library_Path=C:\shortprg\LDRAW\POV\include\lgeo\lg
at the very bottom after I fetched the LGeo libs from
http://www.digitalbricks.org/lgeo.html (That may not be the best place to get
them, it's just where I found them)
I am no POV expert to be sure, in fact it's been years since I worked with it
much, but I'm trying to recreate some renders Jeroen did for me long ago as I
need them in much larger resolution than I have them.
Hope that helps.
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In lugnet.cad.ray, Adrian Rohnfelder wrote:
> Parse Error cannot open include file lg_defs.inc
Your POV-Ray.ini file is missing the paths to the LGEO libraries. You might try
the AIOI I have prepared:
http://news.lugnet.com/cad/?n=17708
It will do the job for you and I've got a new tester as well.
w.
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Hi,
when using POVRay (Win) I always get following error:
Parse Error cannot open include file lg_defs.inc
Model built in MLCad (tried Win and Mac), prepared with LDView (tried Win and
Mac), always same error. POVRay for Mac unfortunately doesn't work (Intel Mac,
OSX 10.6).
Any idea?
Thx for your help, adrian
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Available at http://dl.dropbox.com/u/15954981/DatShine201.zip
- - -
Please note that this application will only work properly if...
* Installed (ie just unpacked) in <LDrawBaseDir>\Apps\DatShine directory
* The Attribute Files (L*.ldr) are in <LDrawBaseDir>\Apps\DatShine\Attr
directory
* The BaseDirectory key in LDraw.ini is properly set to point to your
LDrawBaseDir
- - -
About DatShine:
DatShine is an LDraw utility program that creates .dat files
for parts with clear colors, like Trans-yellow, Trans-red and so
on. In POV, they will become illuminated, but not in an LDraw viewer (like
LDView) or editor (like MLCad).
DatShine is written to produce dat parts illuminted in POV, but
any attributes like material, texture, pigment, finish and so on
can be manipulated at will by creating an attribute file containing
desired POV code.
DatShine never alters any of your "source" files, ie the original part or the
attribute file it reads to create the new, unofficial part with inlined POV code
and a new, unique file name.
/Tore
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In lugnet.cad.ray, Damien Roux wrote:
> Hi all !
>
> I would like to know if someone has any news about a futur update of the LGEO
> library (Lutz Uhlmann's library).
>
> As it has been written on the digitalbricks.com webpage there should be "more to
> come".
>
> I don't know if Lutz is still reading posts from Lugnet, but if yes, it would be
> nice to get a message from him.
>
> Thank you in advance.
>
>
> Damien
No one has any update on the LGEO library current status?
Maybe someone is still in contact with Lutz or can directly asking him?
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