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This is about 34K triangles lovingly placed by hand. I wanted to demonstrate
the kind of awesome control that scripting can provide. Something similar
could have been done much simpler, but if you look closely at the model you
will notice that the peaks of the curves at the holes follow the curve of
the main body and that the curves all merge smoothly into the body.
I would also like to know what y'all think of my texture. I put as much time
into getting that look as I did the modeling.
The first person to show me how this could have been done in 5 minutes with
an iso-blob wins a free video tape of me screaming and pulling out my
hair.<g>
-Shay
Post a reply to this message
Attachments:
Download 'PoV_Model.jpg' (33 KB)
Preview of image 'PoV_Model.jpg'
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> This is about 34K triangles lovingly placed by hand. I wanted to
demonstrate
> the kind of awesome control that scripting can provide.
Wow! Did you use macros for this? How did you get that much control over
shape, plus having normals.... I don't see an easy pattern to this... Is it
a heightfield lathe?
The texture is good but looks a bit confusing. It would benefit from blurred
reflection! Have you tried this? Since your model is triangle based, it
renders very fast so it won't be killed by blurred reflection .. and soft
shadows of course!
Very good work. :o)
Hugo
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Shay wrote:
>
> The first person to show me how this could have been done in 5 minutes with
> an iso-blob wins a free video tape of me screaming and pulling out my
> hair.<g>
Why didn't you just use the included "thingy full of holes" function?
;)
-Xplo
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Sorry for asking, but what is it?
Andrel
Shay wrote:
>
> This is about 34K triangles lovingly placed by hand. I wanted to demonstrate
> the kind of awesome control that scripting can provide. Something similar
> could have been done much simpler, but if you look closely at the model you
> will notice that the peaks of the curves at the holes follow the curve of
> the main body and that the curves all merge smoothly into the body.
>
> I would also like to know what y'all think of my texture. I put as much time
> into getting that look as I did the modeling.
>
> The first person to show me how this could have been done in 5 minutes with
> an iso-blob wins a free video tape of me screaming and pulling out my
> hair.<g>
>
> -Shay
>
> [Image]
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> Sorry for asking, but what is it?
Why can't you tell? A combination napkin ring/cheese grater;-)
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> > Sorry for asking, but what is it?
>
> Why can't you tell? A combination napkin ring/cheese grater;-)
Nooo it's a trashcan!
Of course!
Hugo
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> > > Sorry for asking, but what is it?
> >
> > Why can't you tell? A combination napkin ring/cheese grater;-)
>
> Nooo it's a trashcan!
> Of course!
you must be blind, its obviously part of a darlek
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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The child of a tarlik and a blowfish.
--
Oliver Wood
University Of Durham
aka : adm### [at] coldclimatecouk
[home] - www.coldclimate.co.uk
[cold][wet][durham] - a daily blog - www.coldclimate.co.uk/blog
[cold][wet][world] - a communal blogwww.coldclimate.co.uk/glog
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Hugo <hua### [at] post3teledk> wrote in message news:3c826231@news.povray.org...
> Wow! Did you use macros for this? How did you get that much control over
> shape, plus having normals.... I don't see an easy pattern to this... Is
it
> a heightfield lathe?
Thanks. I did use macros, but there is no easy pattern. The shape is made up
of 56 unique sets of radially arranged vertices. Each row of vertices starts
at the side of a set, heads towards the center, and then heads back out to
another side of the set on the inside wall.
A heightfield would have the problem that the vertices are arranged in a
grid. This is not optimal because so many of the vertices would be on
flat(ish) areas. Arranging the vertices in a radial pattern allows you put
more of the vertices where they are needed. Also, a heigtfield would not
have holes.
> The texture is good but looks a bit confusing. It would benefit from
blurred
> reflection! Have you tried this? Since your model is triangle based, it
> renders very fast so it won't be killed by blurred reflection .. and soft
> shadows of course!
I tried blurred-reflection as you suggested. The realism drastically
increased! Thanks! I will use blurred-reflection when I use this in a
scene.The texture I posted is only for showing the details and looking a
little like a catalogue shot (I tried.) The render time did go from 3
seconds to 30 minutes, but I used a 10x10 area light as well.
-Shay
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Clever ideas, guys, but what did you think of the modeling?
Rick [Kitty5] <ric### [at] kitty5com> wrote in message
news:3c834ea9$1@news.povray.org...
Post a reply to this message
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