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From: Timothy R  Cook
Subject: Blah
Date: 2 Jul 2002 07:24:34
Message: <3D218D6F.3090009@bellsouth.net>
Blah blah blahblah, blah blah.  Blah, blah blah; blah.

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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Attachments:
Download 'orcas.jpg' (33 KB) Download 'orcaw.jpg' (33 KB)

Preview of image 'orcas.jpg'
orcas.jpg

Preview of image 'orcaw.jpg'
orcaw.jpg


 

From: Zeger Knaepen
Subject: Re: Blah
Date: 2 Jul 2002 07:47:48
Message: <3d2192e4@news.povray.org>
"Timothy R. Cook" <z99### [at] bellsouthnet> schreef in bericht
news:3D2### [at] bellsouthnet...
> Blah blah blahblah, blah blah.  Blah, blah blah; blah.
blah blah?
Blah!
blah blah blah!

Or in English: ME LIKES!!!! :)

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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From: Slime
Subject: Re: Blah
Date: 2 Jul 2002 07:51:07
Message: <3d2193ab@news.povray.org>
So how did you create that effect? Media photons or did you fake it somehow?
I'd like to see the sampling parameters, too...

 - Slime
[ http://www.slimeland.com/ ]


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From: Alf Peake
Subject: Re: Blah
Date: 2 Jul 2002 10:45:43
Message: <3d21bc97@news.povray.org>
"Timothy R. Cook" <z99### [at] bellsouthnet> wrote in message
news:3D2### [at] bellsouthnet...
> Blah blah blahblah, blah blah.  Blah, blah blah; blah.

That looks very expensive in cpu time. The top one looks more like an
accidental double-exposure at first. Its a long time since I immersed
myself in the deep blue but it looks right.

Needs a bit of wild-life now.

Glug glug

Alf


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From: Timothy R  Cook
Subject: Re: Blah
Date: 2 Jul 2002 14:45:50
Message: <3D21F4DD.8080707@bellsouth.net>
Alf Peake wrote:
 > That looks very expensive in cpu time.

Scene contains 164 frame level objects; 0 infinite.

Statistics for orca 3.5 b.pov, Resolution 800 x 400
----------------------------------------------------------------------------
Pixels:          320000   Samples:          320000   Smpls/Pxl: 1.00
Rays:            492228   Saved:                35   Max Level: 10/10
----------------------------------------------------------------------------
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Box                           32155223        20386230     63.40
Cone/Cylinder                 39869731         2213136      5.55
CSG Intersection              13301552          582372      4.38
CSG Merge                      6238327          169658      2.72
CSG Union                      4495151          234264      5.21
Height Field                  13335440          168543      1.26
Height Field Box              13335440        11885943     89.13
Height Field Triangle          1153959          170167     14.75
Height Field Block            15487889         1359226      8.78
Height Field Cell             14942533          614320      4.11
Sphere                        50414608        42802373     84.90
Bounding Box                 248691253        92658952     37.26
Light Buffer                 730459976       436779338     59.80
Vista Buffer                   2917513         2114770     72.49
----------------------------------------------------------------------------
Calls to Noise:          130318872   Calls to DNoise:      126940885
----------------------------------------------------------------------------
Media Intervals:          78763089   Media Samples:       1033878595 (13.13)
Shadow Ray Tests:         69186435   Succeeded:             39873442
Reflected Rays:                297
Transmitted Rays:           171931
----------------------------------------------------------------------------
Smallest Alloc:                 25 bytes   Largest:            19480
Peak memory used:         33539512 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours  0 minutes   3.0 seconds (3 seconds)
Time For Trace:    0 hours 27 minutes  29.0 seconds (1648 seconds)
     Total Time:    0 hours 27 minutes  31.0 seconds (1651 seconds)
----------------------------------------------------------------------------
CPU time used: kernel 3.72 seconds, user 1522.22 seconds, total 1525.94 
seconds
Render averaged 209.71 PPS over 320000 pixels

 > Its a long time since I immersed myself in the
 > deep blue but it looks right.

I had to fiddle with settings a while to get it where it
is now, but it still doesn't look quite what I want.

Of course, the REAL tricky part comes next: finishing the
scene.  ORCA ain't even close to complete, and I also want
to add a submarine similar to the Tuatha de Dannan from
Full Metal Panic!.  THAT is gonna knock your socks off, if
I can pull if off.  The other scene I'm working on is the
central computer core of my version of the TDD.  (Oddly
enough, the de Dannan's central core is straight along the
idea *I* had). Don't know if I'm gonna model the entire
interior, or just do the computer core and the exterior
as separate scenes.

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Timothy R  Cook
Subject: Re: Blah
Date: 2 Jul 2002 14:58:38
Message: <3D21F7DD.5030007@bellsouth.net>
Slime wrote:
> So how did you create that effect? Media photons or did you fake it somehow?
> I'd like to see the sampling parameters, too...

This is the result of many long hours fighting with media.
The waves on the surface are an unexpected bonus, but the effect was
created thusly:

global_settings{
   adc_bailout 0.003922
   ambient_light <0.247059,0.247059,0.247059>
   assumed_gamma 1.9
   hf_gray_16 off
   irid_wavelength <0.247059,0.176471,0.137255>
   max_intersections 64
   max_trace_level 10
   number_of_waves 10
}

background { color <0.000,0.000,0.000> }

#declare Water = media{
   confidence 0.0001
   variance 1.0/1.0
   ratio 0.1
   scattering{
     2 ,  rgbft <0.003, 0.003, 0.003, 0.25, 0.25> // mie hazy scattering
   }
   density{ spherical }
}

media{ Water }

fog{
   fog_type 2    // Ground Fog
   distance     400.0
   color <0.086275,0.403922,0.694118,0.0,0.0>
   up           <0,0,1>
   fog_offset   0.0
   fog_alt      250.0
}

camera{
   location < 50.00, 150.00, 30.00>
   sky      <  0.00,   0.00,  1.00> // Use right handed-system
   up       <  0.00,   0.00,  1.00> // Where Z is up
   right    <  2.41421,0.00,  0.00>
   angle      90.00000    // Vertical      45.000
   look_at  < 50.00,   0.00, 30.00>
}

#declare Light001 = light_source{
   <0.0, 0.0, 0.0>
   color rgb <1.000, 1.000, 1.000>*3.0000
   fade_distance  2500.0
   fade_power 2.9
   media_attenuation on
}

#declare Dirt = material{
   texture{
     pigment{
       granite
       color_map{
         [ 0.0     rgbft <0.654399, 0.515619, 0.397667, 0.0, 0.0> ]
         [ 1.0     rgbft <1.0, 1.0, 1.0, 0.0, 0.0> ]
       }
       scale  0.01
     }
     normal{
       agate , 2.0
       agate_turb 1.0
       scale  0.02
     }
   }
}

#declare Water_Interior = material{
   texture{
     pigment{
       color rgbft <0.0, 0.0, 0.0, 1.0, 1.0>
     }
   }
   interior{
     caustics 0.75
     media{  // Water
       confidence 0.0001
       variance 1.0/1.0
       ratio 0.1
       scattering{
         2 ,  rgbft <0.003, 0.003, 0.003, 0.25, 0.25> // mie hazy
       }
       density{
         spherical
       }
     }
   }
}

#declare Water_Surface = material{
   texture{
     pigment{
       agate
       agate_turb 1.0
       color_map{
         [ 0.0     rgbft <0.0, 0.0, 0.0104, 1.0, 1.5> ]
         [ 0.75    rgbft <0.0, 0.0, 0.0052, 0.0, 0.5> ]
         [ 1.0     rgbft <0.0, 0.0, 0.0, 0.0, 0.0> ]
       }
       turbulence 1.0
       lambda 3.0
       ramp_wave
     }
   }
}

object{
   height_field{
     tga "D:\3D\Textures\Planet Surface\MOLA 98-99 flat.tga"
     water_level 0.0
     smooth
   }
   rotate    <-90, 0, 0> // Turn onto XY plane. Now points along -Z
   scale     <  2, 2,-2> // Scale to Cube size. Now points along +Z
   translate < -1,-1,-1> // Center around origin
   material{ Dirt }
   scale <2000.0, 2000.0, 50.0>
   translate  <0.0, -191.74451, -29.583439>
}

box{
   <-1, -1, -1>, <1, 1, 1>
   material{ Water_Interior }
   hollow
   scale <2000.0, 2000.0, 250.0>
}

union{
   sphere{
     <0,0,0>,1
     material{ Water_Surface }
     hollow
     scale 2.5
   }
   object { Light001 }
   translate  <-430.127774, -930.669975, 1048.730824>
}

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: marabou
Subject: Re: Blah
Date: 2 Jul 2002 15:40:35
Message: <3d2201b2@news.povray.org>
Timothy R. Cook wrote:

> Blah blah blahblah, blah blah.  Blah, blah blah; blah.
> 

eeh?
blubb, blubb, blubb, blubb, blubb, blubb; blubb, blubb #-()
(he could not say it is nice, since he was dead...)


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From: Timothy R  Cook
Subject: Re: Blah
Date: 2 Jul 2002 16:33:11
Message: <3D220E06.7040602@bellsouth.net>
marabou wrote:
> eeh?
> blubb, blubb, blubb, blubb, blubb, blubb; blubb, blubb #-()
> (he could not say it is nice, since he was dead...)

Alternately: Chii?  Chii!  *tackle*

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Apache
Subject: Re: Blah
Date: 2 Jul 2002 18:09:10
Message: <3d222486$1@news.povray.org>
What is a TDD?

--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431


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From: Apache
Subject: Re: Blah
Date: 2 Jul 2002 18:09:34
Message: <3d22249e@news.povray.org>
Oh sorry! I guess it's "Tuatha de Danna"

--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431


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