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Hello, there. This is actually my second time posting, so no reflecting
spheres today.
I was just playing around last night and did this nice little image with
the trace function, nested loops and spherical coordinates. Basically, its
just a bunch of cylinders placed on a sphere. Actually, 80800 cylinders.
Hope you enjoy it. Took an hour to render... Just an area light and focal
blur.
Matt Leonard
Post a reply to this message
Attachments:
Download 'cylsphere.jpg' (118 KB)
Preview of image 'cylsphere.jpg'
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mcl### [at] ksuedu news:opr6h4uoo5vka4sj@news.povray.org
> Hello, there. This is actually my second time posting, so no
> reflecting spheres today.
Simple image, but artistic effect is interesting :)
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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I really like that grey, shiny look!
What formula did you use for tracing? For a sphere, it wouldn't be
necessary to use trace at all, of course, but now that you have ... I wonder
if you also used some interesting formula for tracing all around the object
in question.
Regards,
Hugo
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Cool idea!
I like the simple look of the image. The focal blur looks a bit grainy
though.
Florian
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On Thu, 15 Apr 2004 22:46:59 +0200, Hugo Asm <hua### [at] post3teledk> wrote:
> I really like that grey, shiny look!
>
> What formula did you use for tracing? For a sphere, it wouldn't be
> necessary to use trace at all, of course, but now that you have ... I
> wonder
> if you also used some interesting formula for tracing all around the
> object
> in question.
>
> Regards,
> Hugo
>
>
>
Basically all I did was trace out a sphere with the start of the trace
function. Ummm... when using spherical coordinates, you can describe a
sphere easily with three parameters, the radius, theta - the angle around
the vertical axis, and phi - the angle with respect to the horizontal
plane. I just took one theta and moved phi down, scanning across the
surface of the sphere and placing cylinders. Then it increments theta, and
scans down again. Do this a bunch of times and you end up with the
picture. Code looks like this:
#while ( theta < 2*pi )
#local phi = 0; #while ( phi < pi ) #local vary = rand(seed1);
#local Start = <r*sin(phi)*sin(theta), r*cos(phi), r*sin(phi)
*cos(theta)>; #local Inter = trace ( S, Start, <0,0,0> - Start, Norm );
cylinder { Inter, Inter + Norm*vary*.5, .025
}
#local phi = phi + pi/Number;
#end
#local theta = theta + 2*pi/Number;
#end
Probably more complicated than it needs to be, but whatever....
Thanks for the comments!
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Uhhh... the code didn't come out right...
#while ( theta < 2*pi )
#local phi = 0; #while ( phi < pi )
#local vary = rand(seed1);
#local Start = <r*sin(phi)*sin(theta), r*cos(phi), r*sin(phi)*cos(theta)>;
#local Inter = trace ( S, Start, <0,0,0> - Start, Norm );
cylinder { Inter, Inter + Norm*vary*.5, .025
texture { T_Chrome_2B } }
#local phi = phi + pi/Number;
#end
#local theta = theta + 2*pi/Number;
#end
Does this work?
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Matt Leonard wrote:
> Hello, there. This is actually my second time posting, so no reflecting
> spheres today.
>
> I was just playing around last night and did this nice little image with
> the trace function, nested loops and spherical coordinates. Basically,
> its just a bunch of cylinders placed on a sphere. Actually, 80800
> cylinders. Hope you enjoy it. Took an hour to render... Just an area
> light and focal blur.
>
> Matt Leonard
Excellent feeling of depth!!!
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Thanks for posting the code!
> Probably more complicated than it needs to be,
> but whatever....
Yes and no. If your loops are shooting rays from origin and outwards in a
spherical pattern, the trace function is superflous. You just need a length
parameter to act as stop condition.
Regards,
Hugo
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Very Nice, I like it, how about spheres on a cylinder!
"Matt Leonard" <mcl### [at] ksuedu> wrote in message
news:opr6h4uoo5vka4sj@news.povray.org...
> Hello, there. This is actually my second time posting, so no reflecting
> spheres today.
>
> I was just playing around last night and did this nice little image with
> the trace function, nested loops and spherical coordinates. Basically,
its
> just a bunch of cylinders placed on a sphere. Actually, 80800 cylinders.
> Hope you enjoy it. Took an hour to render... Just an area light and
focal
> blur.
>
> Matt Leonard
>
Post a reply to this message
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