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Here is an updated version of my lamp. I changed the area lights to 10x10,
and switched to the default radiosity settings. The lamp stand is a place
holder while i work on a CSG approximation to the sphere_sweep version.
removing th esphere_sweep reduced render time from over 6 hours to just 43
minutes (no other changes). In this version I made the connections from the
globes to the lamp out of little brass-like spheres. i did this with a
macro, and wow macros are easier that i expected. With this coloration you
can now kind of see the blueish media inside the spheres. I also scaled down
the texture on the lamp stand. this render, with 10x10 area lights instead
of 7x7 and larger image resolution took 2.5 hours.
well, off to cut up some tori and cylinders. image follows in next post.
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From: Ross Litscher
Subject: Re: lamp scene [1/1] (800x600 jpg ~100k)
Date: 9 Dec 2002 00:06:07
Message: <3df424bf@news.povray.org>
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happy tracing,
ross
Post a reply to this message
Attachments:
Download 'lampscene.jpg' (86 KB)
Preview of image 'lampscene.jpg'
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I love the globes, and their supports.
> removing th esphere_sweep reduced render time from over 6 hours to
just 43
> minutes (no other changes). In this version I made the connections
from the
[snip]
> well, off to cut up some tori and cylinders. image follows in next
post.
Have you thought of a mesh for the stand in your first post? Wrapping
triangles around a spline? Sorry if this has already been mentioned.
Alf
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Alf Peake <alf### [at] peake42freeservecouk> wrote in message
news:3df50c92@news.povray.org...
> I love the globes, and their supports.
>
> > removing th esphere_sweep reduced render time from over 6 hours to
> just 43
> > minutes (no other changes). In this version I made the connections
> from the
> [snip]
> > well, off to cut up some tori and cylinders. image follows in next
> post.
>
> Have you thought of a mesh for the stand in your first post? Wrapping
> triangles around a spline? Sorry if this has already been mentioned.
>
> Alf
>
>
>
thanks. I've not thought much about a mesh, or wrapping triangles around a
spline. I havn't ever used raw triangles in pov nor have i used splines
other than that which defined the sphere_sweep. how hard would it be to do
such a thing? looking in the docs i just found an example on placing a
sphere along a spline, so I guess the hardest part would be orienting the
triangles correctly?
thanks for the idea,
ross
Post a reply to this message
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From: Ben T Scheele
Subject: Re: lamp scene [1/1] (800x600 jpg ~100k)
Date: 9 Dec 2002 21:10:46
Message: <3df54d26@news.povray.org>
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I love it. Artsy, elegant, simple enough to build, and practical
enough to use. I feel like designing a lamp now.
-Ben Scheele
"Ross Litscher" <lit### [at] osuedu> wrote in message
news:3df424bf@news.povray.org...
>
> happy tracing,
> ross
>
>
>
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thankyou! i'm working on it some more right now :) I just need to put it in
a real scene one of these days!
ross.
Ben T. Scheele <sch### [at] tcumnedu> wrote in message
news:3df54d26@news.povray.org...
> I love it. Artsy, elegant, simple enough to build, and practical
> enough to use. I feel like designing a lamp now.
>
> -Ben Scheele
>
>
> "Ross Litscher" <lit### [at] osuedu> wrote in message
> news:3df424bf@news.povray.org...
> >
> > happy tracing,
> > ross
> >
> >
> >
>
>
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> spline. I havn't ever used raw triangles in pov nor have i used
splines
> other than that which defined the sphere_sweep. how hard would it be
to do
> such a thing? looking in the docs i just found an example on placing
a
> sphere along a spline, so I guess the hardest part would be
orienting the
> triangles correctly?
I tried this in an attempt to change a sphere_sweep done in Megapov
into a mesh. After seeing a discussion in p.a-u (I think) around 8
months ago, on how to find the tangent to a point on a spline. The
difference between (point) and (point+small_increment) will give a
vector, and you offset your triangle points from this by your required
radius and 90deg.
Hope this makes sense
Alf
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"Alf Peake" <alf### [at] peake42freeservecouk> wrote in message
> into a mesh. After seeing a discussion in p.a-u (I think) around 8
> months ago, on how to find the tangent to a point on a spline. The
OK, Pov webview strikes again, I love it :)
Subject: How to get spline tangent
Date: 21 Feb 2002 05:05:46 EST
http://news.povray.org/povray.general/22402/
Alf
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thanks, i'll check it out. I did find however that in this instance, just
placing spheres along the spline looks reasonable from this far away. it
uses about 5000 spheres, and the parse time of maybe a second is a fine
tradeoff for a fraction of the render time.
but i need to play with your idea anyway. sounds like a good step deeper
into pov.
thanks,
ross
Alf Peake <alf### [at] peake42freeservecouk> wrote in message
news:3df5fdae@news.povray.org...
>
> "Alf Peake" <alf### [at] peake42freeservecouk> wrote in message
> > into a mesh. After seeing a discussion in p.a-u (I think) around 8
> > months ago, on how to find the tangent to a point on a spline. The
>
> OK, Pov webview strikes again, I love it :)
>
> Subject: How to get spline tangent
> Date: 21 Feb 2002 05:05:46 EST
>
> http://news.povray.org/povray.general/22402/
>
> Alf
>
>
>
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