POV-Ray : Newsgroups : povray.binaries.images : Maya fur, scraggle test Server Time
16 Nov 2024 06:14:44 EST (-0500)
  Maya fur, scraggle test (Message 1 to 4 of 4)  
From: Doug Eichenberg
Subject: Maya fur, scraggle test
Date: 16 Jul 2003 18:03:17
Message: <3f15cba5@news.povray.org>
First test with scraggle code implemented.  Here's the settings I used (same
as the previous post, except for the scraggle):

#declare length=1;
#declare base_width=0.01;
#declare tip_width=0.0075;
#declare segments=100;
#declare base_curl=0;
#declare tip_curl=360;
#declare scraggle=0.5;
#declare scraggle_freq=10;
#declare hair_offset=0;
#declare scraggle_seed=66409;


--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge


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Attachments:
Download 'scraggletest1.jpg' (99 KB)

Preview of image 'scraggletest1.jpg'
scraggletest1.jpg


 

From: Apache
Subject: Re: Maya fur, scraggle test
Date: 16 Jul 2003 18:20:33
Message: <3f15cfb1$1@news.povray.org>
me like!


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From: Kitsune e
Subject: Re: Maya fur, scraggle test
Date: 17 Jul 2003 14:05:01
Message: <web.3f16e439d495ee084e036760@news.povray.org>
Very nice hair!  I suppose you are using trace() to put the hairs on the
surface? It might be nice to be able to map the hairs to a surface based on
a pigment.  I have seen objects placed based upon the value of a pigment
before: (http://news.povray.org/povray.binaries.images/26594/). If you are
already using trace() to get the location of the hair you could probably
just take the return vector, pass it to eval_pigment() with the color which
you wish to map the hairs to and if true put a hair there.  Of course
things are never so simple, but its an idea to play with anyway.

This project looks very promising, I have been wanting a nice versatile way
to put hair on things.  I look forward to seeing some more examples of what
it can do.


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From: Doug Eichenberg
Subject: Re: Maya fur, scraggle test
Date: 17 Jul 2003 17:24:38
Message: <3f171416@news.povray.org>
Actually I haven't written the placement routines yet.  The test renders I
posted were just random rotations around the origin.  The placement routines
are gonna be kind of tough I think... I'm still debating how to do them.
Any suggestions are more than welcome, and I will look into using
eval_pigment... hadn't thought of that yet.

--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge


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