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6 Nov 2024 04:19:33 EST (-0500)
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From: Zeger Knaepen
Subject: nuclear explosion v0.2
Date: 7 Mar 2005 21:34:41
Message: <422d0f41@news.povray.org>
slightly better shape, and a better background :)
but it took 10 minutes to trace this time

cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"Luckyly they included a button, right here, that'll blow the entire thing
up!"


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From: Stefan Viljoen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 00:28:43
Message: <422d380b@news.povray.org>
The right honourable Zeger Knaepen spake:

> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time
> 
> cu!

Wow... how DID you do that?!

-- 
---
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions


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From: Skip Talbot
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 01:14:57
Message: <422d42e1$1@news.povray.org>
That looks really, really good Zeger.  I mean that.

I saw in your previous post that you are using AOI.  I thought about doing 
the same thing for modeling a large thunderhead.  Its very much faster like 
you said, and modeling something like a thunderhead with media is just a 
headache waiting to happen.  How did you place your AOI sphere (or whatever 
surfaces you are using to create the shape), by hand, some sort of macro?

Skip


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From: Slime
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 01:54:47
Message: <422d4c37$1@news.povray.org>
Big improvement! How exactly do you use AOI to create that effect? What sort
of surface is the texture on?

 - Slime
 [ http://www.slimeland.com/ ]


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From: jaime
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 04:15:27
Message: <422d6d2f@news.povray.org>
Zeger Knaepen wrote:
> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time

   Almost AWESOME ROLEX quality... I only miss the explosion lighting 
the mountains, but that would need some magic.

   I second Skip and Slime requests for the explanation: it should be 
really interesting to read...

--
Jaime


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From: Christoph Hormann
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 04:45:01
Message: <d0jrvg$2nn$1@chho.imagico.de>
Zeger Knaepen wrote:
> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time

There is something wrong with the background - it is quite dark although 
it seems to be a sunny day.  The explosion now is quite bright (which 
probably is realistic but i lack the first hand experience here ;-))

So you would expect to see:

- the shadow of the explosion cast by the sun
- the light of the explosion cast on the surrounding.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______


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From: Rene Bui
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 05:05:01
Message: <web.422d77959e24cecb1186d1c30@news.povray.org>
Very good indeed.

But a 'bit' too small for a nuclear explosion ! normally, no more mountains
and no more earth..

>Almost AWESOME ROLEX quality... I only miss the explosion lighting
>the mountains, but that would need some magic.
agree


Rene
----


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From: Rafal Maj Raf256
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 05:49:20
Message: <1737603.GOMX6Qxvpa@raf256com>
Zeger Knaepen wrote:

> slightly better shape, and a better background :)
> but it took 10 minutes to trace this time

Very photo-like, I would only change a bit shape of the "top"

btw, So, I see that topic of Americans attacking Iraq is popular in p.b.i
recently ;)

-- 
Rafal Maj Raf256


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:11:59
Message: <422d887f$1@news.povray.org>
"Stefan Viljoen" <ryl### [at] polardcom> schreef in bericht
news:422d380b@news.povray.org...
> The right honourable Zeger Knaepen spake:
>
> > slightly better shape, and a better background :)
> > but it took 10 minutes to trace this time
> >
> > cu!
>
> Wow... how DID you do that?!

:)
9500 spheres arranged in a mushroom-shape (with a lot of while-loops of
course :)) and seperated into a couple of categories: smoke, dust and 3
types of fire, all textured with a simple texture: something like:
(for the fire)

texture {
 pigment {
  aoi
  color_map {
   [0 rgb <1,.6,.4>*2 transmit 1]
   [.5 rgb <1,.6,.4>*2 transmit .75]
  }
  poly_wave .75
 }
 normal {bumps .5 scale .5 warp {turbulence .5 lambda 3}}
 finish {ambient .1 diffuse 1.5 brilliance 2}
}


cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"The door on your left. No, your other left!"


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From: Zeger Knaepen
Subject: Re: nuclear explosion v0.2
Date: 8 Mar 2005 06:15:12
Message: <422d8940$1@news.povray.org>
"Skip Talbot" <Ski### [at] aolcom> schreef in bericht
news:422d42e1$1@news.povray.org...
> That looks really, really good Zeger.  I mean that.

Thanks!

> I saw in your previous post that you are using AOI.  I thought about doing
> the same thing for modeling a large thunderhead.  Its very much faster
like
> you said, and modeling something like a thunderhead with media is just a
> headache waiting to happen.  How did you place your AOI sphere (or
whatever
> surfaces you are using to create the shape), by hand, some sort of macro?

Well, there are 9500 spheres, so clearly I didn't place them by hand :p
They're all randomly placed, within certain boundaries.  Each shape (the
head of the explosion, every shockwave and so on) is a collection of some
while-loops of 30 to 1000 spheres (according to the density of that part).
The next step is to make it animatable :)

cu!
-- 
ZK AKA Gaeriel
http://www.povplace.be.tf
"Use the instrumentpanel, Luke!"


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