View Full Version : POVRAY: chess scene
Array 06-11-2002, 07:34 AM These scenes are from a graphics final which is due in about 7 hours. The only tools I was allowed to use were POV-RAY and Rhino 2.0 (or any format Rhino can Import). I used Wings3d for the models.
This is the dusk render of my scene. There is only one light in this scene. 24 minute rendering time on a 1.4 ghz athlon with 256mb ram.
I was planning on putting a reflection of a tree on the table/chess pieces, but had neither the patience or the time to do it in POV.
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leigh
06-11-2002, 09:45 AM
You should really take down the reflectivity of the glass - it's just a little too much. Also try making the transparency murkier - the current transparency is making the pieces appear a little flat.
Another thing to consider is your camera angle - it's a bit boring. Try going for a more closeup camera - you don't need to see the entire chessboard to know it's there. You should place the pieces into a dramatic close-to-checkmate position and have a cool wide angle of it, with some nice DOF on the background pieces.
Just a thought :)
bibi5000
06-11-2002, 10:06 AM
As Leigh said, move the camera and PLEASE put on a interesting position (maybe "Kasparov meets Deep Blue" :D)
But, hey: GO POV-RAY, GO! Cute little Raytracer!
Array
06-11-2002, 10:10 AM
ha, if only pov could do dof :(
Array
06-11-2002, 10:33 AM
Here is the daylight render, it took about 1 hour. Thx for the feedback, but this is due in 4 hours (i need sleep after all). Sorry about the compression.
TheWriter
06-11-2002, 11:37 AM
"ha, if only pov could do dof :("
Actualy, yes it can.
BTW, please stop horribly compressing your images. It makes them look awful. In any case, your lighting needs much more improvement. I've seen povray images and i know it can do far better than this. You may want to read the tutorials at the povray site.
Array
06-11-2002, 01:49 PM
writer- cgtalk limits you files no larger than 50k.
edaddy
06-11-2002, 04:26 PM
the massive reflections make my eyes hurt:insane: ........and your scene confusing.........
OrestesMantra
06-11-2002, 06:06 PM
The light seems a little too intense. Too much reflection on the ground. Make it more interesting by making it so the game has started and pieces are knocked down,etc etc.
Good job though.
Array
06-13-2002, 07:20 PM
TheWriter- instead of blatantly flaming me, why dont you tell me exactly whats wrong with my lighting? Im not saying it's perfect, I just want to know how I can improve my scene. This is a critique board, not a "Im better than you board" (or in YOUR case "I know people who are better than you board") that some people make it out to be. :annoyed:
Also, the tutorials on the POV site only go over how to actually set up the lights in a scene from a technical standpoint, not an artistic one. How is that going to help me? That's like saying the "Renderman Companion" or "Advanced Renderman" will enable me to make images like those that come from Pixar. Not so. They are merely technical referances.
For everyone else: I GREATLY appreciate your constructive criticism :beer:
HapZungLam
06-13-2002, 09:42 PM
the desk is abit too shinny.
ilasolomon
06-14-2002, 12:29 AM
Array
a like your first image more
there is not a lot of reflection/reflaction there i think, it worked
nice piece of art & also i like the angle & FOV of camera.
coz this is not supposed to be a PHOTOREALISTIC IMAGE
it's a RAYTRACED ART...if anybody could understand what i mean!
it's FOLK, it's PULP, it's RAYTRACING ART by C++!!!
Array
06-14-2002, 12:47 AM
thank you for your kind words :) I actually submitted both images for my final project, because I wanted a dusk and daylight type feel :) Thanks again :beer:
WarlockXKZ
06-14-2002, 04:20 AM
About the Depth of Field, I think you can get some result trying to put the focal point and aperture information on your camera {}
like this:
camera {
(...)
focal_point <x,y,z>
aperture N
blur_samples N
}
The blur samples reduce the grainy aspect a little.
I don't use Povray anymore, but I think this would work.
For some reference:
http://www.cacr.caltech.edu/~slombey/asci/povray/pov95.htm
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