POV-Ray : Newsgroups : povray.binaries.images : fur (punk version 41k) Server Time
19 Nov 2024 15:33:18 EST (-0500)
  fur (punk version 41k) (Message 1 to 7 of 7)  
From: gemelli david
Subject: fur (punk version 41k)
Date: 27 Nov 2001 03:29:02
Message: <3C034F12.5010801@xlstudio.com>
the plug-in is a max plug-in used only to get the geometric datas 
(instead of writing a conversion tool, I used a small part of antoher 
plug-in I did).
I'm using: vertices, normal, colors

all the computations are done in POV. I have a main macro that 
interpolates those 3 values in an nearly homogeneous way on each 
triangle (randomness is enabled or not by a boolean) then, for each 
step, it calls a user defined macro with 3 parameters:
- position of the point
- normal vector
- color
in this render, I put cones at each step, I oriented them thanks to the 
normal and I used the color to alter the length of the fur in a very 
simple way.

I now have to create bounding slabs myself because when doing a render 
with a large number of objects, it is the longest part of the parse process.
Does someone has advices for this objective ??
         Thanks.

                    David Gemelli


Post a reply to this message


Attachments:
Download 'fur_punk_90k.jpg' (41 KB)

Preview of image 'fur_punk_90k.jpg'
fur_punk_90k.jpg


 

From: Ross Litscher
Subject: Re: fur (punk version 41k)
Date: 27 Nov 2001 12:59:06
Message: <3c03d46a$1@news.povray.org>
these fur pictures have looked good. nice work.


Post a reply to this message

From: Is
Subject: Re: fur (punk version 41k)
Date: 27 Nov 2001 15:36:13
Message: <3C03F926.7000306@yahoo.com>
That is just cool lookin...

gemelli david wrote:

> 
> the plug-in is a max plug-in used only to get the geometric datas 
> (instead of writing a conversion tool, I used a small part of antoher 
> plug-in I did).
> I'm using: vertices, normal, colors
> 
> all the computations are done in POV. I have a main macro that 
> interpolates those 3 values in an nearly homogeneous way on each 
> triangle (randomness is enabled or not by a boolean) then, for each 
> step, it calls a user defined macro with 3 parameters:
> - position of the point
> - normal vector
> - color
> in this render, I put cones at each step, I oriented them thanks to the 
> normal and I used the color to alter the length of the fur in a very 
> simple way.
> 
> I now have to create bounding slabs myself because when doing a render 
> with a large number of objects, it is the longest part of the parse 
> process.
> Does someone has advices for this objective ??
>         Thanks.
> 
>                    David Gemelli
> 
> 
> ------------------------------------------------------------------------
>


Post a reply to this message

From: David Fontaine
Subject: Re: fur (punk version 41k)
Date: 27 Nov 2001 18:58:24
Message: <3C042972.92BAC4D5@faricy.net>
Quite realistic in the way it looks light where something would normally
be dark and vice-versa.  Must eat memory though.

-- 
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


Post a reply to this message

From: gemelli david
Subject: Re: fur (punk version 41k)
Date: 28 Nov 2001 12:40:38
Message: <3C0521D5.8030500@xlstudio.com>
>
>
>Quite realistic in the way it looks light where something would normally
>be dark and vice-versa.  Must eat memory though.
>
In fact, the "light artifact" is...not understood...there is only one 
light source, a plain color (rgb <0.5, 0.5, 0.2>) and an ambient value 
of 0.4...

And yes, it is eating a lot of memory (for the first statue, 256Mo of 
ram and a swap file of 200Mo was not enough for the 460k cones!!)...I'll 
do others additions to replace the cones by curves hairs and such things 
to see what I can achieve...then, I'll do a "real" scene...

            David Gemelli


Post a reply to this message

From: Jamie Davison
Subject: Re: fur (punk version 41k)
Date: 28 Nov 2001 14:28:58
Message: <MPG.166f4ba544399db8989a64@news.povray.org>
On Wed, 28 Nov 2001 18:41:41 +0100, gemelli david wrote...
> >
> >
> >Quite realistic in the way it looks light where something would normally
> >be dark and vice-versa.  Must eat memory though.
> >
> In fact, the "light artifact" is...not understood...there is only one 
> light source, a plain color (rgb <0.5, 0.5, 0.2>) and an ambient value 
> of 0.4...
> 
> And yes, it is eating a lot of memory (for the first statue, 256Mo of 
> ram and a swap file of 200Mo was not enough for the 460k cones!!)...I'll 
> do others additions to replace the cones by curves hairs and such things 
> to see what I can achieve...then, I'll do a "real" scene...

The usual solution to this sort of memory consumption is for someone to 
suggest using a single mesh filament, referenced as often as required.

So I think I'll suggest it :)

Bye for now,
     Jamie.


Post a reply to this message

From: Mahalis
Subject: Re: fur (punk version 41k)
Date: 1 Dec 2001 08:02:46
Message: <3c08d4f6$1@news.povray.org>
Hmm. 'Punk'? It looks to me more like the kind of haircut people give to
poodles <g>.
Great fur tho.


Post a reply to this message

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