POV-Ray : Newsgroups : povray.general : Night crowd? : Re: Night crowd? Server Time
7 Aug 2024 07:14:41 EDT (-0400)
  Re: Night crowd?  
From: Mahalis
Date: 23 Oct 2001 07:10:47
Message: <3bd55037@news.povray.org>
That's a possibility, but I tried the "cone people" approach last night and
got pretty much the effect I wanted...
Another question: Would Nathan Kopp's NKFlare work for making camera
flashes?

--

//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--


"Ross Litscher" <lit### [at] osuedu> wrote in message
news:3bd4f141$1@news.povray.org...
> If they are going to be entirely black, why not make an image to use as a
> height field of people? kind of like cardboard cutouts.
>
> ross.
>
>
> "Mahalis" <don### [at] fakeycom> wrote in message
> news:3bd4aedc$1@news.povray.org...
> > I don't care that much about parse times, so I'm thinking of just making
a
> > few simplistic people in various poses and then copying those with a
> #while
> > loop. Thanks though...
> >
> > --
> >
> > //Mahalis
> > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> T=texture{pigment{crackle
> > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > c=difference{torus{0.5,0.1
rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > cylinder{0.5*y,0,0.1} texture{T}}
> > --
> >
> >
> > "Slime" <noo### [at] hotmailcom> wrote in message
> > news:3bd4a839$1@news.povray.org...
> > > Hmm... put reflective planes, perpendicular to the ground, behind the
> > crowd.
> > > Then put a no_image reflective plane in *front* of the crowd. Camera
> rays
> > > will bounce back and forth between the two planes until they hit a
> member
> > of
> > > the crowd.
> > >
> > > Of course, that could cause problems, you'd need to set
max_trace_level
> > > really high, and you might need the planes to be only partially
> reflective
> > > so that adc_bailout will save you fast enough. But if those don't
matter
> > > that much, give it a shot.
> > >
> > > (Also, render times may still be just as slow. Only parsing times will
> > speed
> > > up, I suppose.)
> > >
> > > - Slime
> > > [ http://www.slimeland.com/ ]
> > > [ http://www.slimeland.com/images/ ]
> > > "Mahalis" <don### [at] fakeycom> wrote in message
> > > news:3bd4a29e$1@news.povray.org...
> > > > I'm working on a new scene- tell y'all about it when it's a bit
> further
> > > > along- and I was wondering if there's a way to simulate a crowd
> without
> > > > costing too much extra rendering time. The scene is at night, and
only
> > the
> > > > front of the crowd is going to be seen in any level of detail. I'm
> > > planning
> > > > to make the "people" ambient 0 diffuse 0, black, so form isn't
really
> a
> > > > concern- I just want to give the impression of a cheering crowd. Can
> 3.5
> > > do
> > > > this without sending rendering speed down the loo?
> > > >
> > > > --
> > > >
> > > > //Mahalis
> > > > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> > > T=texture{pigment{crackle
> > > > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb
> 1][0.1
> > > > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > > > c=difference{torus{0.5,0.1
> > rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > > > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > > > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > > > cylinder{0.5*y,0,0.1} texture{T}}
> > > > --
> > > >
> > > >
> > > >
> > > >
> > >
> > >
> >
> >
>
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.