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Hi folks,
I've been off the groups for a few months on account of my PC being on a
boat crossing the atlantic (moved back home to England). But anyway, here's
some stuff I've been working on this week for Paul Bourke's next short code
contest (as mentioned on pov.general and his website:
http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
The dawn scene is basically finished, and it's entire source code is:
#local
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}contained_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emission<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
poly_wave 4}scale-7*y+9hollow}
The grassy scene's currently a bit too long, and has a boring sky:
light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
p=mod(i,128)*(z-x)+(z+x)*i/128;#local
p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
Any suggestions on how I can make those a few bytes shorter?
--
Tek
http://evilsuperbrain.com
Post a reply to this message
Attachments:
Download 'dawn.jpg' (27 KB)
Download 'grassy.jpg' (159 KB)
Preview of image 'dawn.jpg'
Preview of image 'grassy.jpg'
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p+p*R*5/9-3*x
instead of p+R(p/9)*5-3*x
news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
here's
> some stuff I've been working on this week for Paul Bourke's next short
code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Post a reply to this message
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and if you look at that
;#local p=p+R(p/70)*20;
well
maybe
#local p=p+p*R*2/7;
news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
here's
> some stuff I've been working on this week for Paul Bourke's next short
code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Post a reply to this message
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soory for the mistake havent not seen that R() was a macro ...
news:4524ccda@news.povray.org...
> p+p*R*5/9-3*x
> instead of p+R(p/9)*5-3*x
>
> news:4524704a@news.povray.org...
> > Hi folks,
> >
> > I've been off the groups for a few months on account of my PC being on a
> > boat crossing the atlantic (moved back home to England). But anyway,
> here's
> > some stuff I've been working on this week for Paul Bourke's next short
> code
> > contest (as mentioned on pov.general and his website:
> > http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
> >
> > The dawn scene is basically finished, and it's entire source code is:
> >
> > #local
> >
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
>
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
> n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> > poly_wave 4}scale-7*y+9hollow}
> >
> >
> > The grassy scene's currently a bit too long, and has a boring sky:
> >
> > light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> > R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> > p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> > p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> > y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
> >
> > Any suggestions on how I can make those a few bytes shorter?
> > --
> > Tek
> > http://evilsuperbrain.com
> >
> >
> >
>
>
Post a reply to this message
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"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
here's
> some stuff I've been working on this week for Paul Bourke's next short
code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
mountain scene... wowow. i think you may have just raised the bar on
expectations.
Post a reply to this message
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A couple of improved versions of the grass, both within the 256-byte limit.
Not sure which version I'm going to submit. Opinions?
--
Tek
http://evilsuperbrain.com
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
> here's
> some stuff I've been working on this week for Paul Bourke's next short
> code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}contained_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emission<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
> --
> Tek
> http://evilsuperbrain.com
>
>
>
Post a reply to this message
Attachments:
Download 'cornfield storm.jpg' (157 KB)
Download 'dunes.jpg' (140 KB)
Preview of image 'cornfield storm.jpg'
Preview of image 'dunes.jpg'
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4525416e@news.povray.org...
> A couple of improved versions of the grass, both within the 256-byte
limit.
> Not sure which version I'm going to submit. Opinions?
>
I prefer the 1st one with the cloudy sky, the colors are better.
256 bytes code ! that's mindboggling :-|
Your mountain version is great too
Marc
Post a reply to this message
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>> Not sure which version I'm going to submit. Opinions?
>>
> I prefer the 1st one with the cloudy sky, the colors are better.
Seconded.
> 256 bytes code ! that's mindboggling :-|
Seconded! ._.
Post a reply to this message
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"Tek" <tek### [at] evilsuperbraincom> wrote:
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
These are both for the original grass scene.
Remove the "+z" from the grass pigment. The resulting color is a little
strong, but i think the hue is closer to most grasses.
Replace the background <.7,.8,.9> with <6,7,8>/9 to save one byte. The
color is *slightly* darker, but the difference is barely noticeable.
Post a reply to this message
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"Cousin Ricky" <ric### [at] yahoocom> wrote in message
news:web.45257763c31243f443a5e2560@news.povray.org...
>
> These are both for the original grass scene.
>
> Remove the "+z" from the grass pigment. The resulting color is a little
> strong, but i think the hue is closer to most grasses.
>
> Replace the background <.7,.8,.9> with <6,7,8>/9 to save one byte. The
> color is *slightly* darker, but the difference is barely noticeable.
>
Wow that's *exactly* what I changed before developing my newer versions of
the grassy scene! You must be psychic!
The +z was an attempt to get a difference in hue between the lit and shadow
areas, but to be honest it doesn't really look bad without it and it saved
valuable characters.
--
Tek
http://evilsuperbrain.com
Post a reply to this message
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