One Step Closer…

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.

Smoothed Array/Lessons Learned

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.

Visualization for a Spline

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.


It’s supposed to be a beer bottle. A little simple, so far.

And on to another project I go. The logo is pretty much finalized, and I’ll probably make a wallpaper from it, but I wanted to take a little break and try something different.

This time, I’m starting off by making an include file, instead of making a scene and then trying to convert it to an include file later. Hopefully this will save trouble later on.

And the Final Render

This one took 5 hours, 22 minutes, and 10 seconds

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.

Polishing Time

3 hours, 50 minutes, and 27 seconds to render

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.

It’s a Little Dark Out…

A ghost story sounds appropriate right about now.

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.

Things Are Getting a Little Blurry Here…

Well, the last part of the lantern is the flame, and it shouldn’t look like it has a hard surface. So I’m putting together something to try and make it look blurry.

I’d read something a while ago about using partially transparent copies of what you wanted to blur, but it’s going to take a bit more experimenting to get it just right.

Found another website

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.