|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Shay" <not### [at] notmailcom> wrote in message
news:45e1e9c7$1@news.povray.org...
> St. wrote:
>> That is bl00dy amazing!
>
> Thank you.
>
>> You should enter that over at CGSphere.com.
>
> Took a look. Perspective camera >>shudder<<
Nah, have some phun. Do a similar image, post it and mention that it was
done with one of the top guns - that'll keep'em talking for ages... ;)
~Steve~
>
> -Shay
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Orchid XP v3 <voi### [at] devnull> wrote:
> >> Very geeky cool!
> >
> > Though the point was that I'm not a geek. I am a manual laborer.
>
> Manual laborers can be geeks too - these are not muturally exclusive. ;-)
>
> >> I'm nerdy enough to ask my first question is:
> >> what's the formula?
> >
> > Wrong question. There is no formula. This is not some mathematical
> > surface or quickie fractal. This is hours and hours spent constructing a
> > shape which happens to have polyhedral symmetry. This is hundreds of
> > thousands of triangles arranged as one would arrange bricks and wood
> > into a house (blindfolded).
>
> Um... how the hell do you make curved surfaces out of flat angular things?
Splines & macros. He did say hundreds of thousands afterall....
Shay, you DID use a few #while loops right? ;-)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Shay wrote:
> I can't share the code, but I will share the texture, though you might
> be disappointed.
>
> finish { specular 7/12 roughness 1/12 }
Disappointed? Nah, delighted! Just shows how little I know about textures ;)
Regards,
Florian
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Shay wrote:
> There is no formula.
Ah, you got me thinking. If you won't tell us, you'll have to live with
me guessing how it works :) As you mentioned splines: It *looks* like
the straight segments would be the control polygon for a bezier spline
which would be the curved segments. Any good?
Regards,
Florian
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Shay" <not### [at] notmailcom> wrote in message
news:45e1b3a0@news.povray.org..
:snip:
That's insane man. I'd say that equals a lot of the work in the POV hall of
fame. Welcome back, too
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Shay <not### [at] notmailcom> wrote:
> Stephen Klebs wrote:
> > Very geeky cool!
>
> Though the point was that I'm not a geek. I am a manual laborer.
>
> > I'm nerdy enough to ask my first question is:
> > what's the formula?
>
> Wrong question. There is no formula. This is not some mathematical
> surface or quickie fractal. This is hours and hours spent constructing a
> shape which happens to have polyhedral symmetry. This is hundreds of
> thousands of triangles arranged as one would arrange bricks and wood
> into a house (blindfolded).
>
> -Shay
Nice to see you back.
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Shay" <not### [at] notmailcom> wrote in message
news:45e1b3a0@news.povray.org...
> Hand-coded by a manual laborer.
Amazing!
Bathsheba Grossman-esque.
See http://www.bathsheba.com/
She turns her concepts into physical 3D forms.
DLM
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Orchid XP v3" <voi### [at] devnull> wrote in message
news:45e1fa77$1@news.povray.org...
> >> Very geeky cool!
> >
> > Though the point was that I'm not a geek. I am a manual laborer.
>
> Manual laborers can be geeks too - these are not muturally exclusive. ;-)
>
seriously, if you use "polyhedral symmetry" in a sentence, you just might be
a geek :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Florian Brucker wrote:
> As you mentioned splines: It *looks* like
> the straight segments would be the control polygon for
> a bezier spline which would be the curved segments.
> Any good?
Very good, but that's not the entire answer. The control points for the
final spline were derived from the straight segment corners with Bezier
type math. The curve of the line connecting them was, however, traced by
a new spline formula I invented. The curve had to have a very specific
behavior in order to arch in what I felt was an attractive manner around
the other segments. Here's a comparison image to POV's cubic and natural
spline types.
-Shay
Post a reply to this message
Attachments:
Download 'spline_comparison.jpg' (39 KB)
Preview of image 'spline_comparison.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Stephen wrote:
>
The work, no. The concept, yes. I did not have access to a computer for
two months, but the elaborate nature of this image is due to the idea's
growing unchecked in mind over that time.
> Nice to see you back.
Thank you.
-Shay
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |