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Flaming Monarch <fla### [at] gates com> wrote in
news:3efedb20@news.povray.org:
> Cool, Ty for the help, but I dont think that the image attached very
> well. its all weird like when u open an image in notepad.
>
Like I wrote in my previous message, the file is yEnc encoded. MUCH better
that the common way files are encoded in the newsgroup. Just to compare,
check the size of my first post, around 900 lines, it was yEnc encoded. If
you look at the repost of THE same image, under the normal way, it is more
than 2200 lines. You can grab a news reader that can decode en encode with
yEnc. I use XNews that you can find here: http://xnews.newsguy.com/
Ciao!
Mart
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Well I updated mozilla and it works now, Kool
Thankz sooo much!
It looks great!
Martin Belair wrote:
> Flaming Monarch <fla### [at] gates com> wrote in
> news:3efedb20@news.povray.org:
>
>
>>Cool, Ty for the help, but I dont think that the image attached very
>>well. its all weird like when u open an image in notepad.
>>
>
>
>
> Like I wrote in my previous message, the file is yEnc encoded. MUCH better
> that the common way files are encoded in the newsgroup. Just to compare,
> check the size of my first post, around 900 lines, it was yEnc encoded. If
> you look at the repost of THE same image, under the normal way, it is more
> than 2200 lines. You can grab a news reader that can decode en encode with
> yEnc. I use XNews that you can find here: http://xnews.newsguy.com/
>
> Ciao!
>
> Mart
>
>
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I like it, its now my background.
Gary
"Flaming Monarch" <fla### [at] gates com> wrote in message
news:3efedbcd$1@news.povray.org...
> So what do you think of it artisticaly?
>
> Flaming Monarch wrote:
> > I killed povray!!!
> >
> > Can someone help me render a scene,
> > I am working on this abstract thing and i am trying to render it but its
> > taking forever.
> > Will someone with a fast processor or way of rendering help me...
> > Or maybe some help taking time off rendering...
> > I like the scene as is so anything that is not destructive to the way it
> > looks or renders would be great.
> > I would love it so much if it could be 1024-768 aa 0.3
> >
> > Thanks Tonnes!!!!
> >
> >
> >
> >
> > Source
> >
> >
> >
> > #declare Radiosity=on
> > ;
> >
> > global_settings {
> > assumed_gamma 1.0
> > //max_trace_level 25
> > #if (Radiosity)
> > radiosity {
> > pretrace_start 0.08 // start pretrace at this size
> > pretrace_end 0.04 // end pretrace at this size
> > count 35 // higher -> higher quality
> > (1..1600) [35]
> > nearest_count 5 // higher -> higher quality (1..10)
[5]
> > error_bound 1.8 // higher -> smoother, less accurate
> > [1.8]
> > recursion_limit 3 // how much interreflections are
> > calculated (1..5+) [3]
> > low_error_factor .5 // reduce error_bound during last
> > pretrace step
> > gray_threshold 0.0 // increase for weakening colors
> > (0..1) [0]
> > minimum_reuse 0.015 // reuse of old radiosity samples
> > [0.015]
> > brightness 1 // brightness of radiosity effects
> > (0..1) [1]
> >
> > adc_bailout 0.01/2
> > //normal on // take surface normals into account
> > [off]
> > //media on // take media into account [off]
> > //save_file "file_name" // save radiosity data
> > //load_file "file_name" // load saved radiosity data
> > //always_sample off // turn sampling in final trace off
> > [on]
> > //max_sample 1.0 // maximum brightness of samples
> > }
> > #end
> > }
> >
> >
> >
> >
> >
> >
> >
> >
> > //-------------- Includes
> >
> > #include "colors.inc"
> > #include "textures.inc"
> > #include "metals.inc"
> >
> >
> > //---------------------------- Variables for size and seed
> > #declare R = seed(12);
> > #declare num_spheres = 40;
> > #declare area=10;
> > #declare min_size = .15;
> > #declare max_size = .35;
> > //-----------------------------
> >
> >
> > #declare thing = sphere_sweep {
> > //linear_spline | b_spline | cubic_spline
> > cubic_spline
> >
> > num_spheres,
> >
> > #declare i = 0;
> > #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2),
> > rand(R)*area-(area/2)>;
> >
> > start_pos, rand(R)*(max_size - min_size)+min_size,
> >
> > #while (i<num_spheres - 2)
> > #declare s_size = rand(R)*(max_size - min_size)+min_size;
> > <rand(R)*area-(area/2), rand(R)*area-(area/2),
> > rand(R)*area-(area/2)>, s_size,
> > #declare i = i + 1;
> > #end
> >
> > start_pos, rand(R)*(max_size - min_size)+min_size
> >
> > //no_shadow
> >
> > }
> >
> > //-------------------------------
> >
> > object {thing texture {T_Chrome_2E }}
> >
> > //-------------------------------------------
> >
> > /*light_source {
> > 0*x
> > color rgb <1,1,1>
> > translate <0, 10, -10>
> > } */
> >
> > light_source {
> > 0*x // light's position (translated below)
> > color rgb 1.0 // light's color
> > area_light
> > <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
> > 4, 4 // total number of lights in grid (4x*4z = 16
lights)
> > adaptive 4 // 0,1,2,3...
> > jitter // adds random softening of light
> > circular // make the shape of the light circular
> > orient // orient light
> > translate <40, 80, -40> // <x y z> position of light
> >
> > }
> > camera {
> > location <0,1.5,-8.5>
> > look_at <0, 0, 0>
> > }
> >
> > //-------------------------------------------- Extra Scene
objects
> > sky_sphere { pigment { White} }
> > // gradient y
> > // color_map {
> > // [0.0 rgb <0.6,0.7,1.0>]
> > // [0.7 rgb <0.0,0.1,0.8>]
> > // }
> > // }
> > //}
> >
> > /*
> > plane {
> > y, -1.5
> > pigment { color rgb <0.7,0.5,0.5> }
> > }
> > */
> >
> > plane {
> > y, -3.5
> > //pigment{White}
> > texture {
> > pigment { rgb <1,1,1 > }
> > finish {
> > ambient 0
> > diffuse 0
> > reflection .3
> > brilliance 0
> > specular 1
> > roughness 1
> > }
> > }
> > }
> >
> > //------------------------------------------
> >
> >
> > #declare thin = union {
> >
> > torus {
> > 0.8,
> > 0.2
> > scale y*1
> > }
> >
> > torus {
> > 0.8,
> > 0.2
> > scale z*2
> > rotate x*90
> > }
> >
> > }
> > #declare thig2 = union {
> > object{thin scale 1 texture {T_Chrome_2D}//no_shadow
> > rotate z*0}
> > object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
> > rotate z*45}
> > object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
> > rotate z*90}
> > object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
> > rotate z*135}
> > object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
> > rotate z*180}
> > object{thin scale 2 texture {T_Chrome_2A}//no_shadow
> > rotate z*225}
> > object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
> > rotate z*270}
> > object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
> > rotate z*315}
> > }
> >
> > object {thig2 }
> >
> > //sphere { <0, -2.5, 5>, 1 pigment {Red}}
> >
>
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