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Hi all,
I integrated recent post and here is the updated version. I intensified
light and made shadows sharper but I tend to prefer previous version
with more diffuse shadows, what do you think ?
Anyway, six more balls to go...
Code posted to p.b.s.f.
Nico
Post a reply to this message
Attachments:
Download 'balls.jpg' (78 KB)
Preview of image 'balls.jpg'
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Cool work, I hope we can see it in the examples.
I would put the coal-like ball on the right because there is more light
there.
JC
Nico wrote:
>
> Hi all,
>
> I integrated recent post and here is the updated version. I intensified
> light and made shadows sharper but I tend to prefer previous version
> with more diffuse shadows, what do you think ?
> Anyway, six more balls to go...
>
> Code posted to p.b.s.f.
>
>
> Nico
>
> ------------------------------------------------------------------------
>
Post a reply to this message
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I'd be happy to submit this one, if you'd like to add a carved jade ball to
your collection.
It's just a 12-line isosurface based on the 'crackle' pattern.
===================================================
#declare cells_pigment = pigment {
crackle color_map {[0.0 color rgb 1] [0.3 color rgb 0] [1.0 color rgb 0]}
}
#declare fun_pig = function { pigment {cells_pigment} }
#declare fun_val = function { fun_pig(x,y,z).red }
isosurface {
function { .95-fun_val(x,y,z)}
contained_by { sphere { 0, 3 } }
accuracy 0.1
max_gradient 7
texture {Jade finish {diffuse 1 specular .7 ambient .15} }
}
===================================================
The intricate carved pattern comes from having a "too low" accuracy setting.
Ron
Post a reply to this message
Attachments:
Download 'funsphere.jpg' (59 KB)
Preview of image 'funsphere.jpg'
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Thanks.
I will put the coal-like ball somewhere else on next rendering.
Nico
JC (Exether) wrote:
> Cool work, I hope we can see it in the examples.
> I would put the coal-like ball on the right because there is more light
> there.
>
> JC
>
> Nico wrote:
>
>>
>> Hi all,
>>
>> I integrated recent post and here is the updated version. I
>> intensified light and made shadows sharper but I tend to prefer
>> previous version with more diffuse shadows, what do you think ?
>> Anyway, six more balls to go...
>>
>> Code posted to p.b.s.f.
>>
>>
>> Nico
>>
>> ------------------------------------------------------------------------
>>
>
Post a reply to this message
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I will give it a try, but I'm not sure of the final effect once on the
shelf.
Nico
Ron Mayer wrote:
> I'd be happy to submit this one, if you'd like to add a carved jade ball to
> your collection.
>
>
> It's just a 12-line isosurface based on the 'crackle' pattern.
>
> ===================================================
> #declare cells_pigment = pigment {
> crackle color_map {[0.0 color rgb 1] [0.3 color rgb 0] [1.0 color rgb 0]}
> }
> #declare fun_pig = function { pigment {cells_pigment} }
> #declare fun_val = function { fun_pig(x,y,z).red }
> isosurface {
> function { .95-fun_val(x,y,z)}
> contained_by { sphere { 0, 3 } }
> accuracy 0.1
> max_gradient 7
> texture {Jade finish {diffuse 1 specular .7 ambient .15} }
> }
>
>
> ===================================================
>
> The intricate carved pattern comes from having a "too low" accuracy setting.
>
> Ron
>
>
>
Post a reply to this message
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The main parameter that controls the carved-mesh-effect it is the
"accuracy" setting. A bigger accuracy setting will close the mesh
and a smaller one will make it more airy.
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"Nico" <rou### [at] loriafr> wrote in message
news:3fc31907$1@news.povray.org...
>
> I will give it a try, but I'm not sure of the final effect once on the
> shelf.
The attached images shows how it looks in your framework.
Let me know if you'd like it changed in some way (thicker or thinner jade?
Shinier or less? etc)
This is the entire include file I used to fit in your "balls.pov" framework.
=====ball-2x1.inc=====
#include "colors.inc"
#include "textures.inc"
#declare cells_pigment = pigment {
crackle color_map {[0.0 color rgb 1] [0.3 color rgb 0] [1.0 color rgb 0]}
}
#declare fun_pig = function { pigment {cells_pigment} }
#declare fun_val = function { fun_pig(x,y,z).red }
isosurface {
function { .95-fun_val(x,y,z)}
contained_by { sphere { 0, 1 } }
accuracy 0.1
max_gradient 7
texture {Jade finish {diffuse 1 specular .7 ambient .15} }
ball_at (2,1)
}
======================
Ron
PS: I think this is the coolest idea for a collaborative project. The
constraints
of a unit sphere make for a very nice picture.
Post a reply to this message
Attachments:
Download 'balls3.jpg' (7 KB)
Preview of image 'balls3.jpg'
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Nico wrote:
>
> Hi all,
>
> I integrated recent post and here is the updated version. I intensified
> light and made shadows sharper but I tend to prefer previous version
> with more diffuse shadows, what do you think ?
> Anyway, six more balls to go...
>
> Code posted to p.b.s.f.
>
> Nico
>
> ------------------------------------------------------------------------
> [Image]
So, no soccer ball?
Post a reply to this message
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Hey Nico, nice collection of balls there!
Are you in need of anymore? I have made two if you want them. Email at
ron### [at] shawca if you want the source.
Here's my newest one:
http://news.povray.org/povray.binaries.images/33920/
And here's the other.
Post a reply to this message
Attachments:
Download 'Diced Sphere.jpg' (176 KB)
Preview of image 'Diced Sphere.jpg'
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Not yet, if anyone wants to do it...
Nico
Remco de Korte wrote:
> Nico wrote:
>
>>Hi all,
>>
>>I integrated recent post and here is the updated version. I intensified
>>light and made shadows sharper but I tend to prefer previous version
>>with more diffuse shadows, what do you think ?
>>Anyway, six more balls to go...
>>
>>Code posted to p.b.s.f.
>>
>>Nico
>>
>> ------------------------------------------------------------------------
>> [Image]
>
>
> So, no soccer ball?
Post a reply to this message
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