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(...) <snipped> (...) Hi Allan, First of all, please do use the radio_2 settings. Radio_3 uses extreme high radiosity settings and radio_2 is a bit more CPU-friendly. Changes are that you'll get some artifacts (strange dark patches) but then, (...) (21 years ago, 26-Jun-03, to lugnet.cad.ray)
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(...) Hi Jeroen, (...) In fact, I dropped down to using radio_1. I'm not interested in 100% realistic pics, but I knew that what I was producing could look better. Thanks for the advice though. :) (...) light. Is there some magical way in which you (...) (21 years ago, 27-Jun-03, to lugnet.cad.ray)
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(...) No magic involved here. Best way is to be inspired by real photos. Take a good look at a picture you like (or where you like the lighting) and try to figure out where the light s coming from and where the camera was placed. A rough guide: (...) (21 years ago, 27-Jun-03, to lugnet.cad.ray)
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Hi Allan, You can find pictures of your (lovely!) model here: (URL) (21 years ago, 27-Jun-03, to lugnet.cad.ray)
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(...) Sorry to take so long to respond. I don't post from work, and was away all evening. But I did see the work you'd done as soon as it was moderated on Brickshelf. Thank you so much for taking the time to help me understand this process. I will (...) (21 years ago, 28-Jun-03, to lugnet.cad.ray)
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(...) (I don't know how much of this you can affect from LPub) One way is to add a 'light.dat' to your model at a position you want the light to come from. Not to close though... I usually put the lights far, far away from the model, to get more of (...) (21 years ago, 30-Jun-03, to lugnet.cad.ray)
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(...) I'm quite happy/comfortable editing the .pov file directly... it's just the values and directions I'm still trying to get a grip on. (...) Is this different than some of the .inc files that others have already suggested using? And if so, can (...) (21 years ago, 1-Jul-03, to lugnet.cad.ray)
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| | Re: Can anyone help by suggesting some lighting tips?
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"Allan Bedford" <ExpertBuilder-DELET...otome.com> skrev i meddelandet news:HHBnzC.uH@lugnet.com... (...) suggested (...) Sorry, I have never used it, just read about it. It is supposed to place a light at exactly at the spot where you put that piece (...) (21 years ago, 1-Jul-03, to lugnet.cad.ray)
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(...) First off... let me say again, a big thank you to everyone who has contributed to this thread. Due to input from each of you I feel as though I've been able to make good progress in the direction of the types of renders I hope to achieve for (...) (21 years ago, 1-Jul-03, to lugnet.cad.ray)
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(...) You got it. (...) (The (...) front (...) parts (...) You might want to check your DAT / LDR file, as it looks like the part is rendered in a transparent-gray instead of a solid gray. (...) vehicle, (...) some (...) realistic (...) This is (...) (21 years ago, 12-Jul-03, to lugnet.cad.ray)
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(...) So.... is there a way to create an invisible floor? One that you don't see (as in it's the same white color as the background) but will allow you to project a shadow of the vehicle? But wait... your renders (which I am trying hard to copy the (...) (21 years ago, 13-Jul-03, to lugnet.cad.ray)
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(...) see (as (...) project a (...) Make a white floor and use the translate commands to move your model away from the seam where the floor and background meet. (...) don't use (...) Nope. A bare floor doesn't do much for me, so I leave it out. (...) (21 years ago, 13-Jul-03, to lugnet.cad.ray)
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(...) I think I'm going to go with that approach as well. I'll try a floor sometime, but once again after the lighting problems are solved. (...) Will do. Thanks! (...) Makes sense. I'll try that. (...) Thanks. :) (...) Of course I did. NOT! Man, (...) (21 years ago, 13-Jul-03, to lugnet.cad.ray)
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(...) This is my latest attempt. I've stopped using the radio_1.inc file. It just seemed to be too difficult to get the lighting right, while using it. Instead, I'm happy to settle for a more 'instruction book' like image. I'm still frustrated with (...) (21 years ago, 14-Jul-03, to lugnet.cad.ray)
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(...) just (...) Here's some things to try: The orthographic camera setting was changed in POV-Ray version 3.5. The command works the same, but it has been moved to the beginning of the camera statement, like this: camera { orthographic #declare PCT (...) (21 years ago, 14-Jul-03, to lugnet.cad.ray)
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(...) So what's the sound of a LEGO builder thumping his head against his computer monitor? You say you don't want to know? Good thing you weren't near my PC when I got home from work today. :) Quick recap: I decided to try one high quality render, (...) (21 years ago, 16-Jul-03, to lugnet.cad.ray)
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(...) I'm not sure if this will help. Try adding this to the end of your light statements; light_source { <360, -98, -20> rgb <0.8, 0.8, 0.8> parallel point_at <0, 0, 0> shadowless } You probably already know that adjusting the rgb values will (...) (21 years ago, 17-Jul-03, to lugnet.cad.ray)
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(...) It did! Thanks for adding another piece to this puzzle. The .8 rgb values weren't quite high enough, but I'm rerendering it now with the values a bit higher. I'll post the results tonight. (...) So, just out of curiousity... where in my (...) (21 years ago, 17-Jul-03, to lugnet.cad.ray)
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(...) Unless L3P shifts everything (which I doubt), pov <0,0,0> is at the same place as LDRAW <0, 0, 0> - probably close to the first brick you added to the model :-) I don't know what LPub does. -- Anders Isaksson, Sweden BlockCAD: (2 URLs) (21 years ago, 17-Jul-03, to lugnet.cad.ray)
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