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From: Tom Melly
Subject: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:18:42
Message: <3c443a42@news.povray.org>
Hmm, the last post didn't seem to make it...


--
#macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
}light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM


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Attachments:
Download 'wwwwip1.jpg' (13 KB)

Preview of image 'wwwwip1.jpg'
wwwwip1.jpg


 

From: Gail Shaw
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:24:45
Message: <3c443bad@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c443a42@news.povray.org...
> Hmm, the last post didn't seem to make it...
>
>

Interesting. What is it?

Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:27:00
Message: <3c443c34$1@news.povray.org>
"Gail Shaw" <gsh### [at] monotixcoza> wrote in message
news:3c443bad@news.povray.org...
>
> Interesting. What is it?
>

Oh god, is it that hard to tell? Mountains and snow at night. Or did you mean
the subject? It's going to from "The Lion, the Witch and the Wardrobe".

Hopefully covering the imaginitive world of writers as well as more directly
touching on the topic...


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From:
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:36:03
Message: <ncf84ugn2mlc9orfekkpv85jdjocudc9qm@4ax.com>
On Tue, 15 Jan 2002 14:18:41 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> Hmm, the last post didn't seem to make it...

Last post did it but it wasn't well subjected. (IRTC WIP is very popular subject
- newsreaders join it with previous).

BTW: are you interested with shorter version of your sig ?

mesh2{vertex_vectors{11<-2,2,9><-2,-2,9><-3,0,10><-1,0,10><-5,2,10><1,2,10><1,-2
,10><4,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6<0 1 2><0 3 1><0 4 2><0 5 3>
<5 6 7><8 9 10>}pigment{rgb 1}}light_source{-x*6-z*9,1}

ABX


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From:
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:52:47
Message: <sfg84u0r0tj156ob6o9ntnpj3idu0o7rcb@4ax.com>

wrote:
> mesh2{vertex_vectors{11<-2,2,9><-2,-2,9><-3,0,10><-1,0,10><-5,2,10><1,2,10><1,-2
> ,10><4,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6<0 1 2><0 3 1><0 4 2><0 5 3>
> <5 6 7><8 9 10>}pigment{rgb 1}}light_source{-x*6-z*9,1}

what a waste of space ;)

mesh2{vertex_vectors{11<-2,2,9>11*z-2<-3,0,10>10*z-x<-5,2,10>1+y+9*z<1,-2,10><4
,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6y+2*z z+3*y<0 4 2><0 5 3>z-x+6z-x
+9}pigment{rgb 1}}light_source{-x*6-z*9,1}

ABX


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:54:31
Message: <3c4442a7$1@news.povray.org>

news:ncf84ugn2mlc9orfekkpv85jdjocudc9qm@4ax.com...

> Last post did it but it wasn't well subjected. (IRTC WIP is very popular
subject
> - newsreaders join it with previous).
>

Doh!

> BTW: are you interested with shorter version of your sig ?
>
>
mesh2{vertex_vectors{11<-2,2,9><-2,-2,9><-3,0,10><-1,0,10><-5,2,10><1,2,10><1,-2
> ,10><4,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6<0 1 2><0 3 1><0 4 2><0 5
3>
> <5 6 7><8 9 10>}pigment{rgb 1}}light_source{-x*6-z*9,1}

Hmm, shorter, but less obfusticated.... Actually, I'm planning a new one, so you
and Warp will have a fix of your favourite drug RSN ;)


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From: Gail Shaw
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 13:43:54
Message: <3c44786a@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c443c34$1@news.povray.org...
> "Gail Shaw" <gsh### [at] monotixcoza> wrote in message
> news:3c443bad@news.povray.org...
> >
> > Interesting. What is it?
> >
>
> Oh god, is it that hard to tell? Mountains and snow at night. Or did you
mean
> the subject? It's going to from "The Lion, the Witch and the Wardrobe".
>

just a bit small. The snow was easy, wasn't sure what was at the back. I
think the rock texture might be scaled too large

Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS


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From: Greg M  Johnson
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 16:39:33
Message: <3c44a195$1@news.povray.org>
Wicked, mon!

Any and all characters would look supercool and professional against this
backdrop.


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From: Hugo
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 16:44:33
Message: <3c44a2c1$1@news.povray.org>
Apart from signatures and stuff, I'd like to comment the snow.  :o)  I'm
crazy with snow and ice on pictures.  How did you do this?


Hugo


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 16:57:51
Message: <3c44a5df@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message
news:3c44a2c1$1@news.povray.org...
> Apart from signatures and stuff, I'd like to comment the snow.  :o)  I'm
> crazy with snow and ice on pictures.  How did you do this?
>

Me to - I think over half my irtc subs have had snow. I have a feeling that
to model it correctly, some sort of sub-surface scattering is needed. As an
alternative strategy, I keep meaning to do a test with quite a reflective
material, but with a fine granite normal.

Well, here's the full code so far, but the snow and mountain textures are
fairly contained.

#version 3.5;

#include "colors.inc"
#include "functions.inc"

global_settings {
  assumed_gamma 1.0
  max_trace_level 10
}


camera {
  location  <0.0,2.0, 0.0>
  look_at   <0.0,1.0,20.0>
}

light_source {
  <0, 0, 0>
  color rgb <1, 1, 1>*1
  translate <150000, 200000, 50000>
  media_attenuation on
}

#declare baseRockTex =
texture{
  pigment{granite pigment_map{[0.0 Black][0.5 Gray10][1.0 Gray50]}}
  finish{ambient 0 diffuse 0.8}
  normal{
    average 2 scale 5
    normal_map{
      [dents 30 scale 1 ]
      [granite 30 scale 1 turbulence 0.25]
      [marble 30 scale 1 turbulence 0.5]
      [crackle 30 scale 1 turbulence 0.5]
    }
  }
}

#declare snowTex =
texture{
  pigment{rgb<0.9,0.9,1.3>}
  finish{ambient 0.10 diffuse 0.85}
  // pigment{rgb<0.8,0.8,1>}
  // finish{ambient 0.1 diffuse 1}
  normal{
    average 2
    normal_map{
      [dents 1 scale 1/25]
      [bozo 1 scale 2]
    }
  }
}

#declare rockTex =
texture{
  marble rotate z*90 scale 10 turbulence 0.5
  texture_map{
    [0.9 baseRockTex]
    [0.9 bozo scale 10 texture_map{[0.5 baseRockTex][0.5 snowTex]}]
  }
}

#declare GBaseTex =
texture{
  slope y
  texture_map{
    [0.64 rockTex]
    [0.66 snowTex]
  }
}

#declare GroundMFFunc = function(x,y,z){f_ridged_mf(x,y,z, 0.9, 5, 10, 0.75,
1, 0)}
#declare GroundFunc = function(x,y,z){y - (GroundMFFunc(x/15,0,z/15) *
min(((x/10)^2 + (z/10)^2), 25))}
#declare Ground =
isosurface{
  function{GroundFunc(x,y,z)}
  contained_by{box{<-50,-1,0>,<50,3000,50>}} //
<-5000,-100,-1000>,<5000,5000,5000> // max ht 1611.46
  accuracy 0.001
  max_gradient 10
  scale 100
  translate y*-3
  translate z*-100
}

  object{
    Ground
    texture{GBaseTex}
  }


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