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How would you do that inside of pov...?? Without post process...?? So that it would be
the
same all the time no matter what size the image and where the cam. is placed...??
btw i see no port of povMAN for the mac... no bigey tho... =]
Zeger Knaepen wrote:
> > So if i get it right the shader is a function of PovMan...??
> More or less. Actually the shader itself is not part of POV's SDL: you write the
shader,
> and compile it with another program (povslc.exe). The shader describes the way the
> surface is colored, including lighting. That's why the finish of the object should
have
> an ambient of 1 and a diffuse of 0.
> But shaders are actually a Renderman-thing. Hence the name POVMan...
>
> > The same as the fur...??
> Same principles, other formulas :)
>
> > Its been a while for me... =] Where is povMan and is it ported to the mac...??
> http://www.aetec.ee/fv/vkhomep.nsf/ I think...
>
> > nice stuff...
> tnx :)
>
> > how are you adding the :zk 2000: watermark... Post process or pov
> > process...??? Glad to be back btw... =]
> post processed, although I could do it with POV-Ray :)
>
> cu!
> --
> camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
> ;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
> ;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
> <.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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