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From: Tim Cook
Subject: eyes
Date: 26 Dec 2003 06:24:18
Message: <3fec1a62@news.povray.org>
have an 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------


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From: Rafal 'Raf256' Maj
Subject: Re: eyes
Date: 26 Dec 2003 07:02:31
Message: <Xns945D847252D27raf256com@204.213.191.226>
z99### [at] bellsouthnet news:3fec1a62@news.povray.org

> have an image

Um... wow o_O is it done in pov :) ?

-- 
#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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From: LightBeam
Subject: Re: eyes
Date: 26 Dec 2003 07:19:27
Message: <3fec274f$1@news.povray.org>
Great skin too ! Eyes are like eyes seen in Final Fantasy...  Just a 
little bit too reflectives I think...


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From: GreyBeard
Subject: Re: eyes
Date: 26 Dec 2003 10:03:00
Message: <3fec4da4$1@news.povray.org>
Only question I've got, howjadoit?

Greybeard


"Tim Cook" <z99### [at] bellsouthnet> wrote in message
news:3fec1a62@news.povray.org...
> have an image
> --
> Tim Cook
> http://home.bellsouth.net/p/PWP-empyrean


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From: George Pantazopoulos
Subject: Re: eyes
Date: 26 Dec 2003 12:45:58
Message: <opr0suh3mfhr234r@news.povray.org>
Wow, I love those eyes, Tim! However, the skin looks a bit off.. I bet 
some subsurface scattering would fix that :)

George


On Fri, 26 Dec 2003 06:26:43 -0500, Tim Cook <z99### [at] bellsouthnet> wrote:

> have an image



-- 
Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/


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From: Samuel Benge
Subject: I know....... [Re: eyes]
Date: 26 Dec 2003 13:32:18
Message: <3FEC7EB2.3060703@hotmail.com>
Subsurface Scattering via media! Those kind of effects could be achieved 
with media sss. Neat effect, Tim.

Tim Cook wrote:

> have an image
> 
> ------------------------------------------------------------------------
> 


-- 
Samuel Benge

stb### [at] hotmailcom
See my website@: http://www.goldrush.com/~abenge/Top/index.html


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From: Gilles Tran
Subject: Re: I know....... [Re: eyes]
Date: 26 Dec 2003 14:47:05
Message: <3fec9039@news.povray.org>

news:3FE### [at] hotmailcom...
> Subsurface Scattering via media! Those kind of effects could be achieved
> with media sss.

The problem is that using media sss on an mesh having an internal structure
often gives ugly results due to the shadows cast by these structures. The
face of a Poser model such as this one contains a lot of these structures
(nose, eyes, mouth), so the sss only works OK on the simpler body parts and
only when they have enough polys (which caused me a lot of trouble for the
ISS image last year) :(

G.

-- 
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


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From: Tim Cook
Subject: Re: I know....... [Re: eyes]
Date: 26 Dec 2003 16:07:26
Message: <3feca30e$1@news.povray.org>
Gilles Tran wrote:
> The problem is that using media sss on an mesh having an internal structure
> often gives ugly results due to the shadows cast by these structures. The
> face of a Poser model such as this one contains a lot of these structures
> (nose, eyes, mouth), so the sss only works OK on the simpler body parts and
> only when they have enough polys (which caused me a lot of trouble for the
> ISS image last year) :(

Indeed.  Plus, using media sss does some...interesting things with
the eyelashes and eyebrows, causing bothersome artifacts with
transparency areas.  If there were some way to not export the mouth
inner parts in Poser, I'd do it, but there isn't, and I don't feel
like doing mesh-diving to physically excise the appropriate data from
the converted include file.

(By the way, Daz Studio alpha is out, and although it still uses a
proprietary interface [why can't they use regular Windows interface
components? it would use that much less of the computer's resources
in a program that needs all the oomph it can get] it is much more
streamlined than Poser's, and its material manager is better, too...
*shivers at the horror that is Poser 5's material setup*  Oh yeah...
you can select multiple materials at the same time to change this
or that property in DS.  I have NO idea why the skin is set up into
different zones, since if you give them different material properties
they'll end up with sharp divisions in 'em...should just be a texture
for the mesh for 'skin'. :P)

-- 
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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From: Greg M  Johnson
Subject: Re: eyes
Date: 27 Dec 2003 09:38:05
Message: <3fed994d$1@news.povray.org>
Beautiful, but perhaps a bit too reflective-- can't appreciate the actual
pigments....


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From: Rafal 'Raf256' Maj
Subject: Re: eyes
Date: 27 Dec 2003 10:00:17
Message: <Xns945EA2919AA68raf256com@204.213.191.226>
gregj;-)565### [at] aolcom news:3fed994d$1@news.povray.org

> Beautiful, but perhaps a bit too reflective-- can't appreciate the actual
> pigments....
> 

Probably... but personaly I do like this artistic effect

-- 
#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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