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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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Flaming Monarch <fla### [at] gates com> wrote in
news:3efedb5e$1@news.povray.org:
> Ah ok then plz old way ty,
Well....That was not very long.... Here it is.....
Post a reply to this message
Attachments:
Download 'test3.jpg' (100 KB)
Preview of image 'test3.jpg'
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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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hmmm... I don't think your image is encoded in a better way. I cannot see
it!
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Update to mozilla 1.4 it will work
Apache wrote:
> hmmm... I don't think your image is encoded in a better way. I cannot see
> it!
>
>
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Flaming Monarch <fla### [at] gates com> wrote in
news:3efecac3$1@news.povray.org:
> Thanks dude, Email me at
> Fla### [at] fentrax com
I just came home from a fishing trip with some friends.
And I noticed that Martin has already posted your image
to this group.
Before I went fishing, I tried to send the image in an
email to you at fla### [at] gates com (as your email
address appear in your posts to the POV-Ray news server).
But the message bounced back =(
Now I see that you use this email address: Flamingmonarch
[at]fentrax.com
I just wonder why are you using a non working email
address in your posts (?)
Tor Olav
> Tor Olav Kristensen wrote:
...
>> I let my PC render your image during the night. It is finished now.
>> (4 hours @ 2 GHz Athlon)
>>
>> How do you me to send it to you ?
>>
>> E.g.:
>>
>> .jpg -> By email
>> .jpg -> Posted to povray.binaries.images
>> .png or .bmp -> Uploaded temporarily to my home page server
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Spammers have bots that scan news groups for email addys.
I had a previous email monoalphabeticsubstitution
and it got spammed off the net after i posted on several message groups.
I'm not saying that povray people are all spamming hackers, i'm just
saying that i have had bad results.
So now I just give my email to people i know.
Plus now I have my own website I have my own real email addys.
Did ya catch lots?
You should render a pic of a fish you caught, :)
Tor Olav Kristensen wrote:
> Flaming Monarch <fla### [at] gates com> wrote in
> news:3efecac3$1@news.povray.org:
>
>
>>Thanks dude, Email me at
>>Fla### [at] fentrax com
>
>
>
> I just came home from a fishing trip with some friends.
>
> And I noticed that Martin has already posted your image
> to this group.
>
> Before I went fishing, I tried to send the image in an
> email to you at fla### [at] gates com (as your email
> address appear in your posts to the POV-Ray news server).
>
> But the message bounced back =(
>
> Now I see that you use this email address: Flamingmonarch
> [at]fentrax.com
>
> I just wonder why are you using a non working email
> address in your posts (?)
>
>
> Tor Olav
>
>
>
>
>>Tor Olav Kristensen wrote:
>
> ...
>
>>>I let my PC render your image during the night. It is finished now.
>>>(4 hours @ 2 GHz Athlon)
>>>
>>>How do you me to send it to you ?
>>>
>>>E.g.:
>>>
>>>.jpg -> By email
>>>.jpg -> Posted to povray.binaries.images
>>>.png or .bmp -> Uploaded temporarily to my home page server
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I use the Outlook Express that came with WinXP and I won't change to another
newsreader, so is this a freeware yEnc plugin for OE ?
Regards,
Hugo
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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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