|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Just something random I cooked up when I was bored...
Post a reply to this message
Attachments:
Download 'test.jpg' (47 KB)
Preview of image 'test.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Awesome!
"Warp" <war### [at] tagpovrayorg> wrote in message
news:3d1e7151@news.povray.org...
> Just something random I cooked up when I was bored...
>
>
----------------------------------------------------------------------------
----
>
>
> --
> #macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb
M()}}
> N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
> N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// -
Warp -
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
A unique rendering involving classic examples of photons and raytracing.
Nicely done!
Warp wrote:
> Just something random I cooked up when I was bored...
>
>
--
Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I would have said the photons were too bright. But very nice.
"Warp" <war### [at] tagpovrayorg> wrote in message
news:3d1e7151@news.povray.org...
> Just something random I cooked up when I was bored...
>
>
----------------------------------------------------------------------------
----
>
>
> --
> #macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb
M()}}
> N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
> N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// -
Warp -
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Warp wrote:
> Just something random I cooked up when I was bored...
>
the ground is impressive to me. how did you made it? i remind that there
was a way to bump checkers or so...
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
marabou <not### [at] availablenet> wrote:
> the ground is impressive to me. how did you made it? i remind that there
> was a way to bump checkers or so...
plane
{ y,0
pigment { checker rgb <1,.8,.5>, rgb <1,.5,.3> }
finish { specular .5 roughness .1 }
#declare TileSlope =
slope_map { [0 <0,1>][.025 <1,0>][.975 <1,0>][1 <0,-1>] }
normal
{ average normal_map
{ [1 granite .4 scale .3 noise_generator 2]
[1 gradient x 2 slope_map { TileSlope }]
[1 gradient z 2 slope_map { TileSlope }]
}
}
}
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
You can also use this function I developed that's handy for checker-based
textures:
#declare smoothcheckerbasis = function (x,y,z,allfloors,xv,yv,zv) {
select(allfloors-floor(allfloors/2)*2,
0,
max(xv-.5,yv-.5,zv-.5, .5-xv,.5-yv,.5-zv),
min(xv+.5,yv+.5,zv+.5, 1.5-xv,1.5-yv,1.5-zv)
)
}
#declare smoothchecker = function (x,y,z) {
smoothcheckerbasis(x,y,z,floor(x)+floor(y)+floor(z),x-floor(x),y-floor(y),z-
floor(z))
}
Use it like:
function {smoothchecker(x,y+.5,z)}
(translated by .5 units to show the interesting part on the X-Z plane)
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Are photons available in the released versions of POV?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Warp wrote:
> { average normal_map
> { [1 granite .4 scale .3 noise_generator 2]
> [1 gradient x 2 slope_map { TileSlope }]
> [1 gradient z 2 slope_map { TileSlope }]
> }
> }
> }
>
>
okay, i understand. povray 3.5beta is nice. is there a similar way for
povray3.1? if yes, which?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nice! Reminded me of one I'd done a while back. Same effect where the photos
sear the phosphorus off your screen. I like the textured checkered tile
underneath and the nicely rounded edges on the ring.
-- Dave
Post a reply to this message
Attachments:
Download 'DavesRing2bb.jpg' (33 KB)
Preview of image 'DavesRing2bb.jpg'
|
|
| |
| |
|
|
|
|
| |