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3 May 2024 18:17:14 EDT (-0400)
  Playing with Monsters (Message 11 to 16 of 16)  
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From: Norbert Kern
Subject: Re: Playing with Monsters
Date: 3 Jul 2006 06:10:01
Message: <web.44a8ec985c8cac3ac398b7380@news.povray.org>
Hi,

I came up with this solution. Hope it helps.
Don't know, why my rotation tip failed - but Warp's hint works always albeit
being less flexible.

//______________________

#version 3.6;
#declare RAD = 2;
global_settings {
        assumed_gamma 2.2
        max_trace_level 16
        noise_generator 2
        radiosity {
                pretrace_start 0.08
                pretrace_end   0.04/RAD
                count 30*RAD
                nearest_count RAD
                error_bound 2/RAD
                low_error_factor 0.5
                recursion_limit 1
                gray_threshold 0
                minimum_reuse 0.015
                brightness 2.3
                adc_bailout 0.005
                normal on
                media off
        }
}
camera {
        location <0,6,-30>
        right x*image_width/image_height
        up y
        look_at 0
        angle 67
}
light_source {
        <80000,150000,-5000>,
        <2.42,2.23,1.87>
}
sky_sphere {
        pigment {
                gradient y
                color_map {
                        [0 color <212,221,239>/255]
                        [1 color < 79,103,170>/255]
                }
        }
}
plane {
        y,-50 hollow
        texture {
                pigment {color rgb <0.2,0.3,0.1>}
        }

}
//______________________________________________________________________________

#include "functions.inc"
#include "transforms.inc"

#declare eye = cylinder {0,y*2,0.4 pigment {color rgb 0.4} finish {ambient
0}}

#declare BSB = sphere {0, 11 scale <1, 0.85, 1>};
#declare Norm = <0,0,0>;
#declare CntX = -90;
#declare CntY = -90;
#declare ZZ = <0,0,-1>;
#declare N1 = seed(12345);

#macro RRand (a,b,c)
        rand (c)*(b-a)+a
#end

#while(CntY < 90)
        #while(CntX < 90)
                #declare POSB = trace(BSB, <CntX, CntY + RRand(-0.95, 0.95,
N1), 0>, ZZ, Norm);
                #if (vlength (Norm)!= 0)
                merge {
                        object {eye}
                        sphere{<0,0,0.55-0.55>, 0.75
                                texture{pigment{rgb <1, .9, .9>}}
                                scale <1.3, 1.3, 0.95>
                        }
                        rotate <RRand(-20, 20, N1), RRand(-20, 20, N1), 0>
                        Reorient_Trans (y,Norm)
                        translate POSB
                }
                #end
                #declare CntX = CntX + 3 + RRand(-0.55, 0.55, N1);
        #end
        #declare CntX = -90;
        #declare CntY = CntY + 2;
#end

object {BSB pigment {color rgb <1,0,0>} finish {ambient 0}}

//________________________________________________________________


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rotation_issue.jpg


 

From: Artemia Salina
Subject: Re: Playing with Monsters
Date: 4 Jul 2006 13:11:08
Message: <44aaa12c@news.povray.org>
Norbert Kern wrote:
> Hi,
> 
> I came up with this solution. Hope it helps.
> Don't know, why my rotation tip failed - but Warp's hint works always albeit
> being less flexible.


>                         Reorient_Trans (y,Norm)


This method worked just fine, Norbert!

Thanks again for your help!


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Attachments:
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eyesphere.jpg


 

From: Anton Sherwood
Subject: Re: Playing with Monsters
Date: 4 Jul 2006 20:31:38
Message: <44ab086a$1@news.povray.org>
(oops, I hit the wrong button.)

Artemia Salina wrote:
> . . .  Please note the scaled spheres under the eye balls and how they
> are not rotated correctly to lay on the surface of the large sphere.
> I haven't been able to figure out how to do this properly yet. . . .

Can't see the discrepancy myself, but anyway .. I'd put the eye with its
mount at <R,0,0>

	#declare Eye = union {
		//the eyeball itself and
		sphere { 0,1 scale <1,2,2> translate R*x }
		}

and then rotate it into place.

For uniformly random placement this is the way to go:

	object { Eye
		rotate <0,
		 degrees(asin(1-2*rand(Seed))),
		 360*rand(Seed)>
		}

For a uniform quasi-grid placement:

	#declare H = 1/N;
	#declare Z = H-1;
	#declare Theta = 0;
	#declare Magic = 180*(3-sqrt(5));
	#while Z < 1
		object { Eye rotate <0, degrees(asin(Z)), Theta> }
		#declare Z = Z+2*H;
		#declare Theta = mod(Theta+Magic,360);
	#end//while

-- 
Anton Sherwood, http://www.ogre.nu/
"How'd ya like to climb this high *without* no mountain?" --Porky Pine


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From: Paolo Gibellini
Subject: Re: Playing with Monsters
Date: 5 Jul 2006 05:33:16
Message: <44ab875c$1@news.povray.org>
Hallo, Artemia!
The texture of the monster is very interesting: how did you realized it?
Could be interesting with some normal, in order to obtain a vascular system
relief effect.
;-)
Paolo

> "Artemia Salina" wrote:
> Norbert Kern wrote:
> > Hi,
> >
> > I came up with this solution. Hope it helps.
> > Don't know, why my rotation tip failed - but Warp's hint works always
albeit
> > being less flexible.
>
>
> >                         Reorient_Trans (y,Norm)
>
>
> This method worked just fine, Norbert!
>
> Thanks again for your help!
>


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From: Artemia Salina
Subject: Re: Playing with Monsters
Date: 10 Jul 2006 12:40:35
Message: <44b28303@news.povray.org>
Paolo Gibellini wrote:
> Hallo, Artemia!
> The texture of the monster is very interesting: how did you realized it?

It's just a color map using a turbulated mandel pattern. I have it set 
up as a macro using a color ("Red" from colors.inc) passed as a 
parameter, and rbgt 1 to make it layerable. Depending on how it is 
adjusted you can get some interesting textures. The image below shows a 
convincing raw meat texture (I've forgotten the parameters to get that 
texture) but it was several layers using Red and White.

#macro BloodShot(N, T, C, S)
texture{
         pigment {
                 mandel (5000  * RRand(1, 5, N)) / S
                 turbulence RRand(0.2, 10.9, N)
                 rotate <0, 0, RRand(0, 360, N)>
                 translate T
                 color_map {
                         [0.010  rgbt 1]
                         [0.010 C ]
                         [0.210 C ]
                         [0.210 rgbt 1]
                         [0.900 rgbt 1]
                         [0.900  C ]
                         [0.900  C ]
                         [0.990 rgbt 1]
                 }
         }
}
#end

> Could be interesting with some normal, in order to obtain a vascular system
> relief effect.

I'm thinking of adding actual veins to the monster's head and body. This 
thing is far from being done :-)


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Attachments:
Download 'meatloaf.jpg' (156 KB)

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meatloaf.jpg


 

From: Paolo Gibellini
Subject: Re: Playing with Monsters
Date: 11 Jul 2006 04:28:44
Message: <44b3613c@news.povray.org>
Thank you, I'v never dared to use mandel in a texture, but the effect is
very interesting!
;-)
Paolo

> "Artemia Salina" <non### [at] nonenone> wrote:
>
> It's just a color map using a turbulated mandel pattern. I have it set
> up as a macro using a color ("Red" from colors.inc) passed as a
> parameter, and rbgt 1 to make it layerable. Depending on how it is
> adjusted you can get some interesting textures. The image below shows a
> convincing raw meat texture (I've forgotten the parameters to get that
> texture) but it was several layers using Red and White.
>
> #macro BloodShot(N, T, C, S)
> texture{
>          pigment {
>                  mandel (5000  * RRand(1, 5, N)) / S
>                  turbulence RRand(0.2, 10.9, N)
>                  rotate <0, 0, RRand(0, 360, N)>
>                  translate T
>                  color_map {
>                          [0.010  rgbt 1]
>                          [0.010 C ]
>                          [0.210 C ]
>                          [0.210 rgbt 1]
>                          [0.900 rgbt 1]
>                          [0.900  C ]
>                          [0.900  C ]
>                          [0.990 rgbt 1]
>                  }
>          }
> }
> #end
>
> > Could be interesting with some normal, in order to obtain a vascular
system
> > relief effect.
>
> I'm thinking of adding actual veins to the monster's head and body. This
> thing is far from being done :-)
>


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