POV-Ray : Newsgroups : povray.binaries.images : Furry Fellow Fight Club Server Time
8 Nov 2024 20:36:39 EST (-0500)
  Furry Fellow Fight Club (Message 1 to 10 of 10)  
From: Tim Nikias
Subject: Furry Fellow Fight Club
Date: 6 Feb 2005 17:38:49
Message: <42069c79@news.povray.org>
I've been hacking away at the Sc2Hair-Macros and those that follow my posts
know that I've come across the hideous "macro that won't return it's values
properly" bug, which will be fixed in the next update of 3.6. Thorsten was
so kind to point me to older threads and I found there that I could use 3.5
to avoid this bug, so lately I've installed 3.5 and 3.6.1a...

Anyways, with 3.6 sometimes a hair will stick out at random, as some of its
properties don't get changed when the macro is called and the bug kicks in.
Thus, this scene was rendered with 3.5

So, what I did was take two of my furry fellows and pose them. I cut off the
legs and sample the remaining mesh with my Surcoat-Macros. I then use the
Surcoat2Hair-Macros to place hairs onto the samples.

For the flying fellow, I've added some wind into the hair-description. The
length of the hair just depends on the height of the hairbase, a very crude
approach to create longer hair on the top and shorter on the bottom, but it
works in this case.

For the kicking fellow, the hair is just short, as I didn't have time yet to
devise a nice macro which will lengthen the hair for this pose.

During the production I've found that the entire process can become quite
tedious if you want to add lots of detail like certain lengths in specific
areas, certain colors in certain regions, etc. Then again, this is POV-Ray,
not some Mouse-Driven App. :-)

Seeing the macros as a whole, I guess their best use is for fur, as you can
just quickly slap thousands of hairs onto an object with the Surcoat- and
Sc2Hair-Set. For actual hair-like effects, some more work is required, and
because of the limited scope of such Handwritten-SDL-Macros (and the
complexity of how to use them properly) I don't think that much more than
very simple hairstyles will pop up.

Ah well, I had fun writing this, and will probably use Sc2Hair instead of
Fur-Simulating-Textures the next time an animal pops up. :-)

Regards,
Tim

PS: The release is planned for sometime this week, after I've written the
few remaining macros and the Help.

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: author
Subject: Re: Furry Fellow Fight Club
Date: 6 Feb 2005 21:15:01
Message: <web.4206ce2ce36d4f825a9431fb0@news.povray.org>
heh, heh ... neat!

--Ralph


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From: Alf Peake
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 07:15:40
Message: <42075bec@news.povray.org>
LOL - more - more. Pretty please?

I get this feeling of twins, fighting, but not really strong enuf to 
do
any serious damage to each other ;c)

Alf


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From: Tim Nikias
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 07:50:50
Message: <4207642a@news.povray.org>
> I get this feeling of twins, fighting, but not really strong enuf to
> do any serious damage to each other ;c)

Yeah, same thought on my side. If I'd be completely nuts, I'd probably
create a whole bunch of them in a large fight, tumbling around and stuff.
:-) That would require too much time though. Still, I like these guys. I'm
thinking about writing a few specific macros so that I just need to point
them at certain locations of the body (like pelvis, top, right & left side)
and it will automatically generate a function/macro to calculate the
different lengths of the hairs. Then I could pose and "hair" (used as a verb
here, hence the quatation marks ;-) the fellow with less amount of work.

Anyways, this guy will surely pop up every now and then in an image. :-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Alf Peake
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 09:10:24
Message: <420776d0@news.povray.org>
"Tim Nikias" wrote:
> Anyways, this guy will surely pop up every now and then in an image. 
> :-)

I hope so. I think you have a commercial product here as a comic 
strip. Probly need someone else to add any dialogue tho' unless you 
are that way inclined.

Alf


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From: Rick Measham
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 18:25:53
Message: <4207F906.7050004@nomail>
I can see a bullet-time take on this. Mr Green is up in the air with the 
leg extended .. the camera sits over Mr Red (so he's out of shot) and 
then circles around to reveal Mr Red falling backwards -- the final hero 
shot being the current still.

Bullet-time is great because you only need a few frames of movement from 
the character. The camera does most of the moving, and that's the easy 
bit :)

Cheers!
Rick


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From: Tony
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 20:58:40
Message: <42081cd0$1@news.povray.org>
Tim,

Wow, these furry guys have really come along.  I love the hair effect, and even 
though they aren't animated you've given them a great sense of motion.  Great job.

Tony


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From: Tim Nikias
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 20:59:37
Message: <42081d09$1@news.povray.org>
> Wow, these furry guys have really come along.  I love the hair effect, and
even
> though they aren't animated you've given them a great sense of motion.
Great job.

Thanks. :-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Tim Nikias
Subject: Re: Furry Fellow Fight Club
Date: 7 Feb 2005 21:00:37
Message: <42081d45@news.povray.org>
> I can see a bullet-time take on this. Mr Green is up in the air with the
> leg extended .. the camera sits over Mr Red (so he's out of shot) and
> then circles around to reveal Mr Red falling backwards -- the final hero
> shot being the current still.

Even better would be to reveal that Mr Red is being smashed through a glass
window, and the fractions are slowly tumbling about...

Yeah, we all can dream... :-)

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Tim Nikias
Subject: Method Comparison
Date: 8 Feb 2005 15:24:07
Message: <42091fe7@news.povray.org>
So, here are three images of the same scene (the green fellow now has long
hair too!).

What I wanted to show is the difference between using the technique of
reusing hairs and simply generating a hair per sample.

As you can see, the one with 7550 hairs is a lot smoother in the lengths and
has a less ragged outline, but what would you expect if every hair is
generated to properly fit the surface-normal and length, along with
wind-calculations being done accurately on each hair?

Something not easily to be seen at this size are the hairs in stomach area
of the red fellow: due to the surface normal and the large jumps from one
hair to the next, the 7550-hair-version has much smoother spreading of the
hairs due to wind, whereas the ones on the 346-hair-version bundle together
and create a small dent in the fur (which should normally be all pointing
towards the green fellow). This effect is better handled when using a larger
amount of IHairs (Interpolation-Hairs), so the 2960-hair-version looks a lot
more like the 7550-hair-version, but still uses much less RAM.

Another thing to note is that I could even use less hairs on the low-hair
versions. The long hairs are always on the top of the fellows, so I wouldn't
need short hairs pointing in that direction, and the same for the other way
round. I didn't have the patience to check on that, but I'd expect about 40%
less hairs in both versions would look the same (I've written a macro which
will write and save only the hairs actually used).

Anyways, just wanted to share this little technical insight for those
inclined to use the macros once I release them. I'm wrapping things up on
the scripting side and will only need to write a small HTML-Help (as I
always do :-) to get this done. Expect it in a few days.

Regards,
Tim

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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Attachments:
Download 'fffc_3.jpg' (46 KB) Download 'fffc_2.jpg' (46 KB) Download 'fffc_1.jpg' (44 KB)

Preview of image 'fffc_3.jpg'
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Preview of image 'fffc_2.jpg'
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Preview of image 'fffc_1.jpg'
fffc_1.jpg


 

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