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Ok ok ok... it's all been done. I was sitting there on my checkered floor
(you know, the one out in the middle of nowhere with no walls, ceiling or
landscaping to be found for miles. . .) playing with my glass ball. . . then
I dropped it. Broke it clean in half. Oh well.
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Download 'new1.jpg' (12 KB)
Download 'new2.jpg' (13 KB)
Preview of image 'new1.jpg'
Preview of image 'new2.jpg'
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Found some electrical tape and taped it up...
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Download 'tapedup.jpg' (14 KB)
Preview of image 'tapedup.jpg'
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LOL!
BTW, it looks like you used simple normals to fake the break. It would look better
with a real crack (hint: intersection with a heightfield).
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov
"Dayv" <gda### [at] homecom> ha scritto nel messaggio
news:3c34d882$1@news.povray.org...
> Found some electrical tape and taped it up...
>
>
>
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"JRG" <jrg### [at] hotmailcom> wrote in message
news:3c34d972@news.povray.org...
> LOL!
> BTW, it looks like you used simple normals to fake the break. It would
look better
> with a real crack (hint: intersection with a heightfield).
You are correct, sir! Didn't really invest much time in it. Never had a
lot of success with heightfields at all. After 6 years, still just slightly
less skilled than a novice! Maybe I'll give that a try though. :)
-Dayv
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Ok... here's the new and improved version of the two halves using a height
field. I rendered this one in megapov and used photons. (Never used
MegaPov before this week.)
Questions, comments?
-Dayv
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Attachments:
Download 'newagain.jpg' (12 KB)
Preview of image 'newagain.jpg'
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The scene is a bit too bright to make the photons visible. I would lower the overall
brightness of the scene.
The glass texture looks good, but a bit too 'glowing'. Either this is due to the high
overall brightness of the image or to too high diffuse and ambient values. I would
keep diffuse as low as possible (try 0.05) and set ambient to 0. The real crack looks
much better now.
BTW, why don't you simply use POV 3.5? Are you a Linux user? ;)
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov
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> The glass texture looks good, but a bit too 'glowing'. Either this is due
to the high
> overall brightness of the image or to too high diffuse and ambient values.
I would
> keep diffuse as low as possible (try 0.05) and set ambient to 0.
I'll try that, thanks. The light source is rather bright. . . rgb 1.5 The
scene was originally much darker. It seemed to start glowing after I turned
on the photons. I'll tinker with it a bit.
>The real crack looks much better now.
:) thank you.
> BTW, why don't you simply use POV 3.5? Are you a Linux user? ;)
No, have Windows... my 3.5 beta version just ran out a few days ago. Guess
I have to download again.
-Dayv
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