Well, I decided to add in a bunch of points to make the interior hollow, but for some reason it wasn’t working. I banged my head against it for pretty much the whole week, until I realized I was referencing a variable that I had not meant to use there. It was named similar to the one that I actually wanted to use… Whoops.
It still looks a little weird, though; the lip of the bottle has a funny groove in it, and the bottom corner looks thinner than a real bottle would be. I think I can fix them, though, but it’ll take a bit of work. Especially the corner thing.
So I took a little time to smooth out the spline, and learned something: check the output of the functions you use. I was getting an error that POV-Ray was trying to use an xyz vector as a uv vector, which it apparently does not like to do. I isolated two lines as the possible source of the problem, and noticed that they both referenced a variable I’d made using the vnormalize function, which outputs an xyz vector. So after I added a line to trim the vector down, it worked perfectly…
Well, it worked. It still took a bit of fiddling to get it just the way I wanted it.
Sometimes it is helpful to tweak the objects so that they are easier to see; the glass material was making it hard to see what was going on here. And the floor plane cut off the bottom of the bottle. Now it looks like I might have a bit more work to do to get it the way I want.
Well, finally got the thing done. It’s a bit of a kludge, code-wise, but it gets the job done. I might go in and redefine it all in terms of logo height and width, so it’s more useful later on. And I want to make a cool wallpaper or two with it as well.
Well, done with the lantern, on to something different. I’m actually “working” on several things, but mostly focused on this Linux Mint logo for the moment. I thought it would be a fairly simple thing to put together for a change, and so far, I’m not wrong. Still a bit of work to make sure things get put where they ought to go, and I’d like to eventually just specify the outer dimensions of the thing and have everything determined from that, but that can wait till later.
Now, just have to make the “leaf” shape to go around it.
Well, finally done. I think I’ll render a wallpaper for myself, and then move on to something else. I think the flame still looks a little funny, but close enough. Funny to think I started this one in June. I have a few thoughts on possible variations on this, but I think I’ll wait on that a bit.
So, I finally put together an array of boards with a wood texture for the wall, added a hook to hang the lantern from, a simple textured ground plane, changed the light to a pair of area lights, and changed the camera to a shallow depth of field. I’m just noticing that the flame isn’t there, though. I wonder if it is because I added fog? Checking now… Nope, still not there. I worked too much for it to just disappear. Hopefully I can figure this out.
I still have to modify the light to have a more realistic falloff, and maybe tweak the ambient lighting downward, close to zero probably. At least it’s looking close to done. Update: turns out that it was one or both of the planes I had added; they were not specified as hollow, and the media was apparently inside one or both of them, so it wouldn’t show up.
Well, I think I got the flame looking about right, just need to change the light to an area light, switch up the background a bit, and maybe add a couple attenuated light sources for a bit of atmosphere, then it should be done.
Not much to show at the moment; I decided to try using media for the flame, but it doesn’t scale easily. Seems to get more insubstantial as it gets scaled down. After looking around, I found a tutorial by Friedrich Loehmueller on how to do just that.
I was poking around Gilles Tran’s website, and found a link pointing to Christof Horman’s website. He is one of the developers of POVRay, and it looks like he still updates his website. Well, he updates his blog regularly; it looks like the rest hasn’t been touched in a few years. He does have a decent POVRay section, including some tutorials.
Ok, finally have everything finished, except for the flame. Hopefully I can get that done next week. I’m thinking of using a blob for that, but not completely sure. I’ll have to look over pictures of lantern flames for reference.
Just updated the globe lift arm, now to finish off the catch and the flame, and I’ll be done. If you look in the lower right of the lantern, near the side-pipe, you can see a few red dots marking where the catch cutout will go.