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52.5 mins render, one light source, three df3 files to absorb
light, a white box to project upon, and a scattering media.
Now just need to make the rest of the scene. And maybe run
a df3 of a movie of some sort through an animation...hahahah
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Attachments:
Download 'saikanoprojected.jpg' (27 KB)
Preview of image 'saikanoprojected.jpg'
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z99### [at] bellsouthnet news:3fde70ef@news.povray.org
> 52.5 mins render, one light source, three df3 files to absorb
> light, a white box to project upon, and a scattering media.
> Now just need to make the rest of the scene. And maybe run
> a df3 of a movie of some sort through an animation...hahahah
Simple but nice efeect imho, and good choiceo of example frame.
Btw, why df3 files?
Wouldn't it be more simple to create just a box (or rather
4 point polygon/mesh giving a flat box) +scattering +light +white_box ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Rafal 'Raf256' Maj wrote:
> Btw, why df3 files?
> Wouldn't it be more simple to create just a box (or rather
> 4 point polygon/mesh giving a flat box) +scattering +light +white_box ?
um...um...
hmm ok i guess an image pattern of the channels colour
mapped to each channel and filtering 100% of the light
at one end of the greyscale and used as a flat texture
would work too...
but why df3 files is because i originally used the
technique as a simulation of a CRT, with emitting media.
i thought to myself, "self, what if you made that media
*absorbing* media and shot light through a negative-colour
version of that?". ergo, this image. ^_^
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
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Tim Cook wrote:
> hmm ok i guess an image pattern of the channels colour
> mapped to each channel and filtering 100% of the light
> at one end of the greyscale and used as a flat texture
> would work too...
Except I just tried it and it doesn't work.
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
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That's pretty cool! I've thought about doing something like that myself,
but I've never actually tried it.
But wouldn't this also be possible with a normal image map with "transmit
1"? I remember when I was messing around with my butterfly, that I turned
on something like that, and the wings projected onto the ground.
--
Jeremy
"Tim Cook" <z99### [at] bellsouthnet> wrote in message
news:3fde70ef@news.povray.org...
> 52.5 mins render, one light source, three df3 files to absorb
> light, a white box to project upon, and a scattering media.
> Now just need to make the rest of the scene. And maybe run
> a df3 of a movie of some sort through an animation...hahahah
>
> --
> Tim Cook
> http://home.bellsouth.net/p/PWP-empyrean
>
> -----BEGIN GEEK CODE BLOCK-----
> Version: 3.12
> GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
> N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
> PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
> D++(---) G(++) e*>++ h+ !r--- !y--
> ------END GEEK CODE BLOCK------
>
----------------------------------------------------------------------------
----
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"Jeremy M. Praay" <jer### [at] questsoftwarecom> wrote in message
news:3fdf09a6$1@news.povray.org...
> That's pretty cool! I've thought about doing something like that myself,
> but I've never actually tried it.
>
> But wouldn't this also be possible with a normal image map with "transmit
> 1"? I remember when I was messing around with my butterfly, that I turned
> on something like that, and the wings projected onto the ground.
You need filter instead of transmit
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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