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Here's a quick spaceship image: ship is differenced objects from moray,
flares by the colefax flares pluign and galaxy from the other moray plugin.
What do you think? I may post a version with reduced flares.
Post a reply to this message
Attachments:
Download 'spaceshp.jpg' (56 KB)
Preview of image 'spaceshp.jpg'
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Needs Detail^197342 and Gaudiness^1/197342
-Shay
Sam Van Oort <sam### [at] yahoocom> wrote in message
news:3cbf1919@news.povray.org...
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You've got.. let me count.. 5 flares too many. The *small* flares on the wingtips lok
good, but particularly with the searchlights
(whatever they are) you get the feeling the flares are just there to show off. This
may not have been your intention- the Flare
include _is_ pretty neat, I agree- but the extra bits aren't necessary.
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Yeah, the flares are a BIT overkill. (understatement) This was mostly a
test scene for some of the Moray plugins I downloaded. I'll post a better
version sooner or later. The "searchlight" is actually supposed to be a
laser, but I'm too lazy to tinker with media. If anyone has a shortcut, be
my guest.
Sam
"Sam Van Oort" <sam### [at] yahoocom> wrote in message
news:3cbf1919@news.povray.org...
> Here's a quick spaceship image: ship is differenced objects from moray,
> flares by the colefax flares pluign and galaxy from the other moray
plugin.
>
> What do you think? I may post a version with reduced flares.
>
>
>
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"Sam Van Oort" <sam### [at] yahoocom> wrote in
news:3cc06290$1@news.povray.org:
> The "searchlight" is actually supposed to be a laser, but I'm too lazy to
> tinker with media. If anyone has a shortcut, be my guest.
Generic glowing sci-fi 'laser':
#macro BeamWeapon (Source, Bearing, Range, Radius, CenterColor, SideColor)
#local SourceRadius = Radius * 2;
sphere
{
0,1
pigment {rgbt 1}
hollow
interior
{
media
{
intervals 1
method 3
emission 1.75/Radius
density
{
spherical
color_map
{
[0 color rgb <0,0,0>]
[.125 color SideColor]
[1 color CenterColor]
}
}
}
media
{
intervals 1
method 3
absorption .25/Radius
density
{
cylindrical
color_map
{
[0 color rgb <0,0,0>]
[.125 color NegateVector (SideColor)]
[1 color NegateVector (CenterColor)]
}
}
}
}
scale SourceRadius
translate Source
}
cylinder
{
<0,0,0> <0,1,0>, 1
pigment {rgbt 1}
hollow
interior
{
media
{
intervals 1
method 3
emission 1.75/Radius
density
{
cylindrical
color_map
{
[0 color rgb <0,0,0>]
[.125 color SideColor]
[1 color CenterColor]
}
}
}
media
{
intervals 1
method 3
absorption .275/Radius
density
{
cylindrical
color_map
{
[0 color rgb <0,0,0>]
[.125 color NegateVector (SideColor)]
[1 color NegateVector (CenterColor*2)]
}
}
}
}
rotate x*90
scale <Radius, Radius, Range>
rotate Bearing
translate Source
}
#end
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che### [at] sympaticoca (Coridon Henshaw) wrote in
news:Xns### [at] 204213191226:
> [.125 color NegateVector (SideColor)]
> [1 color NegateVector (CenterColor)]
And you'll also need this:
#macro NegateVector (V)
<abs(1-V.x), abs(1-V.y), abs(1-V.z)>
#end
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Thanks for code -- I'll use it soon. A new version of this img with focal
blur and less flare is rendering as I type. It is at the 4 hr mark now. I
guess I've been rendering too long when I stay up past midnight to finish a
render. ;-).
Sam
Coridon Henshaw wrote in message ...
>che### [at] sympaticoca (Coridon Henshaw) wrote in
>news:Xns### [at] 204213191226:
>
>> [.125 color NegateVector (SideColor)]
>> [1 color NegateVector (CenterColor)]
>
>And you'll also need this:
>
>#macro NegateVector (V)
><abs(1-V.x), abs(1-V.y), abs(1-V.z)>
>#end
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Here's the new one. The beam still needs stronger flares and some
tweaks... but that'll be version 3.0 (besides, I don't have the patience for
another render only to get weird effects from focal blur).
I know I should have set variance = 0...
Oh well, hindsight is 20/20 and
aperture 2.0
variance 0.01
blur_samples = infinity
confidence = ~1
......
Post a reply to this message
Attachments:
Download 'nu_spaceshp3.jpg' (36 KB)
Preview of image 'nu_spaceshp3.jpg'
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I wasn't too impressed with this scene the first time, but you have
completely turned it around. The scene has a great look to it now.
The ship just needs a little work. The texture looks too large for the scale
of the ship and the lines look a little too "CSG-ish"
-Shay
"Sam Van Oort" <sam### [at] yahoocom> wrote in message
news:3cc0fccc@news.povray.org...
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I think the focal blur is a bit too strong.
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