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Hi there!
I will soon start to make artistic scenes, possibly abstract ones, but
I'll try to put the abstraction inside a concrete environment or
container. An example of what I would do might be like a julia fractal
object in a glass box in a museum. Anyway...
What I wanted to ask is that I got bored of the look of 3D pictures
(mine and others') in general. They all feel the same; either
cartoonish or photo-realistic. I certainly don't mean any harm to the
3D programming community as I still like to see those images.
I'm looking for a way, using povray of course, to distort the images
in a way that they would look far from what we usually see on this
newsgroups, on the competitions or on TV.
What I mean, again (cuz I know I express myself in strange ways!) is
to represent the same old reflective sphere on a checkered plane, with
the exact basic concept (nothing fancy like our newbies can come with),
but to apply a transformation to the resulting image (like some sort of
post-process) so the image looks different than the original, still we
should be able to understand the scene, feel the 3D.
In other words, I'm looking for a series of functions or modifiers
that would work pretty much like a post-process. Such as:
rendering a colored scene in black&white
having distoritions inside the camera such as a bump to appear as a
lens of some sort
to trace the scene and render it as a regroupment of colored spheres
(this is too genuine pov still)
Eventually, I would like to find some settings I like and declare them
as my personnal signature (no copyright involved, just artistic motion).
I'm already thinking on rendering my image in different ways and then
read them again, to render the final image based on some analysis of the
previous renders. But before I go into such a work, i was wondering if
there where some camera modifiers you know could make results look like
post-process? As I am extremely visual, a description, an example
(image) or a given code that I can render myself would be very much
appreciated!
Thanks,
Simon
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