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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'
Preview of image 'orcaw.jpg'
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"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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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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"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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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------
Post a reply to this message
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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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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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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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What is a TDD?
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoocom
ICQ: 146690431
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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
Post a reply to this message
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