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(I cancelled a previous message, I forgot to reduce the filesize)
Does this look interesting?
It's just an isosurface filled with dense media. Standard lighting (no
radiosity), no antialiasing: 3 hours in a P4 3.2GHz. The yellow "spikes"
are probably due to the slightly filtering pigment (<1,1,0.95>).
I've tried a HF, but it's either too low resolution or gives some problem
(with the HF_Sphere macro, there seems to be an error somewhere, but the
"debug information" printed by povray is endless, it looks like the
generated file is just a few very long lines).
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
Post a reply to this message
Attachments:
Download 'test.jpg' (66 KB)
Preview of image 'test.jpg'
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On Fri, 31 Dec 2004 15:54:11 +0100, Jellby <jel### [at] yahoocom> wrote:
> Does this look interesting?
Yes, good opening to New Year of raytracing :-)
ABX
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Yep. It's great! I like the fungus growing on it.
Aaron
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Jellby wrote:
> Does this look interesting?
Yes! Looks like a waxy asteroid with settlement lights on the dark
side, about to collide with the galactic checkerboard phenomenon.
Oskar
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From: Alf Peake
Subject: Re: Lame attempt at sub-surface scattering
Date: 31 Dec 2004 14:53:57
Message: <41d5ae55@news.povray.org>
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Now that's a lime flavoured icecream, just out the freezer, slightly
frosted.
Alf
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Which I now realize has familiar geography :/
Alf
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Two more views, now they're heightfields (meshes) and the antialiasing is
on, but that means they have less resolution. This is about as much as my
computer memory (512M) can hold, it's 4-8 times less detailed than the
isosurface :-/ I also added a little bit of colour, hope this helps. I
think the close-up looks like those ice sculptures they sometimes show on
TV...
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
Post a reply to this message
Attachments:
Download 'test-2.jpg' (51 KB)
Download 'test-3.jpg' (42 KB)
Preview of image 'test-2.jpg'
Preview of image 'test-3.jpg'
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Jellby <jel### [at] yahoocom> wrote:
> Two more views, now they're heightfields (meshes) and the antialiasing is
> on, but that means they have less resolution. This is about as much as my
> computer memory (512M) can hold, it's 4-8 times less detailed than the
> isosurface :-/ I also added a little bit of colour, hope this helps. I
> think the close-up looks like those ice sculptures they sometimes show on
> TV...
I'm interested in seeing the source code that made the bumps and how you got
that into a sphere....
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EagleSun wrote:
> I'm interested in seeing the source code that made the bumps and how you got
> that into a sphere....
Something like...
#include "functions.inc"
#declare PlanetSize=6371.3
#declare PlanetRelief=200
#declare fn_PlanetBump=function{
pigment{
image_map{
tiff "c:\imagemap.tif"
map_type 1
once
interpolate 4
}
}
}
isosurface{
function{f_sphere(x, y, z, PlanetSize)-fn_PlanetBump(x, y,
z).red*PlanetRelief}
contained_by{sphere{0,(PlanetSize+PlanetRelief)*1.01}}
pigment{
color rgb 1
}
}
--
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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Entre otras cosas, EagleSun tuvo a bien escribir:
> Jellby <jel### [at] yahoocom> wrote:
>> Two more views, now they're heightfields (meshes) and the antialiasing is
>> on, but that means they have less resolution. This is about as much as my
>> computer memory (512M) can hold, it's 4-8 times less detailed than the
>> isosurface :-/ I also added a little bit of colour, hope this helps. I
>> think the close-up looks like those ice sculptures they sometimes show on
>> TV...
>
> I'm interested in seeing the source code that made the bumps and how you
> got that into a sphere....
#declare Relief = function {
pigment {
image_map {
png "terrainbase_4320.png"
map_type 1
interpolate 2
}
}
}
#declare fRelief = function { Relieve(x,y,z).grey }
#declare Radius = 3;
#declare Height = 2;
// Earth as an isosurface
#declare Earth = isosurface {
function { f_r(x,y,z) - (Radius + (fRelief(x,y,z)-0.5)*Height) }
contained_by{ sphere { <0, 0, 0>, Radius+0.1*Height } }
open
accuracy Height*0.5/65536
evaluate 7, 1.15, 0.7
}
#include "shapes.inc"
HF_Sphere(fRelieve,0,0,<1080,1081>,1,"earth-ld.hf",<0,0,0>,Radius-Height/2,2)
// Earth as a mesh
#declare EarthHF = object {
#include "earth-ld.hf"
}
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
Post a reply to this message
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