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So, why not try out this ping pong idea? I'll post a basic scene, and
people will add their own changes to it. Thanks to the threaded nature
of newsgroups, we'll be able to see it evolve into completely different
things if people choose to :)
Here's the basic scene we'll start with.
...Chambers
#default {finish {ambient 0}}
camera {
location <-5,10,-20>
look_at 0
}
light_source {
<1,1,-1>*10 color rgb 1
spotlight point_at y*3 radius 15 falloff 25
area_light x*2,y*2,25,25 circular orient adaptive 0
}
plane {
y, 0
pigment {checker color rgb 2, color rgb 0 scale 2}
finish {specular 1 reflection 1/3}
}
Post a reply to this message
Attachments:
Download 'ping.jpg' (14 KB)
Preview of image 'ping.jpg'
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And here's my own first change.
...Chambers
Post a reply to this message
Attachments:
Download 'us-ascii' (1 KB)
Download 'ping.jpg' (11 KB)
Preview of image 'ping.jpg'
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Gar! I'm out of town, but I am playing. It'll just be a bit 'fore I can get
to a computer worth rendering on, with an internet connection able to
upload images.
-
Sam Bleckley
http://enso.freeshell.org/
Post a reply to this message
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 22 Mar 2007 17:45:54
Message: <46030722@news.povray.org>
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High!
What about this:
#default {finish {ambient 0}}
// Begin additions by Yadgar
#declare s1=seed(1979);
#declare Silver_Ball=
sphere
{
0, 0.04
texture
{
pigment { color rgb 0.75 }
finish { brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
roughness 0.001 }
}
}
// End additions by Yadgar
camera {
location <-5,10,-20>
look_at 0
}
light_source {
<1,1,-1>*10 color rgb 1
spotlight point_at y*3 radius 15 falloff 25
area_light x*2,y*2,25,25 circular orient adaptive 0
}
plane {
y, 0
pigment {checker color rgb 2, color rgb 0 scale 2}
finish {specular 1 reflection 1/3}
}
#macro rubber(col)
texture {
pigment {color col}
finish {specular 1/4}
normal {bumps 1/50 scale 1/100}
}
#end
sphere {<0,3,0>, 3 rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1 rubber(rgb z)}
// Begin additions by Yadgar
#declare n=0;
#while (n<1800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<200)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
// End additions by Yadgar
Post a reply to this message
Attachments:
Download '2007_03_22_ping_pong_collaboration_take_2.jpg' (31 KB)
Preview of image '2007_03_22_ping_pong_collaboration_take_2.jpg'
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I haven't gotten to play with Pov much at all for a long time. :-(
I wanted to play with photons, so I added a shiny box. :-)
#default {finish {ambient 0}}
// global_settings + photons added by William
global_settings {
photons {
count 10000
autostop 0
jitter 0
}
}
// end global_settings
// Begin additions by Yadgar
#declare s1=seed(1979);
#declare Silver_Ball=
sphere
{
0, 0.04
texture
{
pigment { color rgb 0.75 }
finish { brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
roughness 0.001 }
}
}
// End additions by Yadgar
camera {
location <-5,10,-20>
look_at 0
}
light_source {
<1,1,-1>*10 color rgb 1
spotlight point_at y*3 radius 15 falloff 25
area_light x*2,y*2,25,25 circular orient adaptive 0
photons {
reflection on
}
}
plane {
y, 0
pigment {checker color rgb 2, color rgb 0.5 scale 2}
finish {specular 1 reflection 1/3}
}
#macro rubber(col)
texture {
pigment {color col}
finish {specular 1/4}
normal {bumps 1/50 scale 1/100}
}
#end
sphere {<0,3,0>, 3 rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1 rubber(rgb z)}
// Box added by William
box {
<0, 0, 0>
<1, 1, 1>
rotate y * 45
translate z * -4
texture
{
pigment { color rgb 0.75 }
finish {
brilliance 0.75
diffuse 0.75
reflection 0.75
specular 0.75
roughness 0.001
}
}
photons {
target
reflection on
collect on
}
}
// End of William's box
// Begin additions by Yadgar
#declare n=0;
#while (n<1800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<200)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
// End additions by Yadgar
Post a reply to this message
Attachments:
Download 'pingpong.png' (71 KB)
Preview of image 'pingpong.png'
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Hi,
expanded on the cube subject.
Also adapted light position and floor texture
#include "colors.inc"
#include "stones.inc"
#default {finish {ambient 0}}
// global_settings + photons added by William
global_settings {
photons {
count 20000
max_trace_level 10
autostop 0
jitter 0
}
}
// end global_settings
// Begin additions by Yadgar
#declare s1=seed(1979);
#declare Silver_Ball=
sphere
{
0, 0.04
texture
{
pigment { color rgb 0.75 }
finish
{
brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
roughness 0.001
}
}
}
// End additions by Yadgar
camera {
location <-5,10,-20>
look_at 0
}
light_source {
<1.5,1.3,-1.0>*10 color rgb 1
spotlight point_at y radius 15 falloff 25
area_light x*2,y*2,25,25 circular orient adaptive 0
photons {
refraction on reflection on
}
}
plane {
y, 0
texture
{
T_Stone2
finish {specular 1 reflection 0.1}
scale 2
}
}
#macro rubber(col)
texture {
pigment {color col}
finish {specular 1/4}
normal {bumps 1/50 scale 1/100}
}
#end
sphere {<0,3,0>, 3 rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1 rubber(rgb z)}
// Box added by William
box {
<0, 0, 0>
<2, 2, 2>
rotate y * 45
translate z * -5
texture
{
pigment { color rgbt 0.75 }
normal {bumps 0.5 scale 0.2}
finish {
brilliance 0.5
diffuse 0.1
reflection 0.5
specular 0.75
roughness 0.001
}
}
interior
{
ior 1.35
}
photons {
target
refraction on
reflection on
collect off
}
}
// End of William's box
// Begin additions by Yadgar
#declare n=0;
#while (n<1800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<200)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
// End additions by Yadgar
Post a reply to this message
Attachments:
Download 'pingpong.jpg' (18 KB)
Preview of image 'pingpong.jpg'
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From: Christian Froeschlin
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 23 Mar 2007 14:14:30
Message: <46042716$1@news.povray.org>
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Oops. See my other reply which ended up in the wrong part of the thread.
Post a reply to this message
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From: Christian Froeschlin
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 23 Mar 2007 14:16:18
Message: <46042782$1@news.povray.org>
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Christian Froeschlin wrote:
> Oops. See my other reply which ended up in the wrong part of the thread.
Sorry about the confusion, seems it was just a browser display problem
Post a reply to this message
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> expanded on the cube subject.
Wow, major improvement! :-)
I kind of liked the idea of the modified cube being an ice cube, and tried
having a ball half-frozen in it. I tried to put some water droplets on the
ball.
I also had to crank the photons up to get the droplets to look good, but
they're still not right. I'll let someone else play with it now. :-)
#include "colors.inc"
#include "stones.inc"
#default {finish {ambient 0}}
// global_settings + photons added by William
global_settings {
photons {
count 200000
max_trace_level 10
autostop 0
jitter 0
}
}
// end global_settings
// Begin additions by Yadgar
#declare s1=seed(1979);
#declare Silver_Ball=
sphere
{
0, 0.04
texture
{
pigment { color rgb 0.75 }
finish
{
brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
roughness 0.001
}
}
}
// End additions by Yadgar
camera {
location <-5,10,-20>
look_at 0
}
light_source {
<1.5,1.3,-1.0>*10 color rgb 1
spotlight point_at y radius 15 falloff 25
area_light x*2,y*2,25,25 circular orient adaptive 0
photons {
refraction on reflection on
}
}
plane {
y, 0
texture
{
T_Stone2
finish {specular 1 reflection 0.1}
scale 2
}
}
#macro rubber(col)
texture {
pigment {color col}
finish {specular 1/4}
normal {bumps 1/50 scale 1/100}
}
#end
sphere {<0,3,0>, 3 rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1 rubber(rgb z)}
// Box and sphere added by William
#declare index = 0;
#while (index < 50)
sphere {
0, 0.1
scale <1, 0.5, 1>
translate y * 0.75
rotate <rand(s1) * 90, rand(s1) * 360, rand(s1) * 90>
translate <1, 2, -5>
texture
{
pigment { color rgbt 0.75 }
normal {bumps 0.5 scale 0.2}
finish {
brilliance 0.5
diffuse 0.1
reflection 0.5
specular 0.75
roughness 0.001
}
}
interior
{
ior 1.3
}
photons {
target
refraction on
reflection on
collect off
}
}
#declare index = index + 1;
#end
sphere{
<1, 2, -05>, 0.75
rubber(rgb <0, 0.5, 0>)
}
box {
<0, 0, 0>
<2, 2, 2>
rotate y * 45
translate z * -5
texture
{
pigment { color rgbt 0.75 }
normal {bumps 0.5 scale 0.2}
finish {
brilliance 0.5
diffuse 0.1
reflection 0.5
specular 0.75
roughness 0.001
}
}
interior
{
ior 1.35
}
photons {
target
refraction on
reflection on
collect off
}
}
// End of William's box
// Begin additions by Yadgar
#declare n=0;
#while (n<1800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<200)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
// End additions by Yadgar
Post a reply to this message
Attachments:
Download 'pingpong.png' (448 KB)
Preview of image 'pingpong.png'
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Christian Froeschlin nous apporta ses lumieres en ce 23-03-2007 15:16:
> Hi,
>
> expanded on the cube subject.
> Also adapted light position and floor texture
>
#include "colors.inc"
#include "stones.inc"
#default {finish {ambient 0}}
// global_settings + photons added by William
global_settings {
max_trace_level 99
photons {
count 20000
max_trace_level 10
autostop 0
jitter 0
}
}
// end global_settings
// Begin additions by Yadgar
#declare s1=seed(1979);
#declare Silver_Ball=
sphere
{
0, 0.04
texture
{
pigment { color rgb 0.75 }
finish
{
brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
roughness 0.001
}
}
}
// End additions by Yadgar
camera {
location <-5,10,-20>
look_at 0
}
light_source {
<1.5,1.3,-1.0>*10 color rgb 1
spotlight point_at y radius 15 falloff 25
area_light x*2,y*2,25,25 circular orient adaptive 0
photons {
refraction on reflection on
}
}
plane {
y, 0
texture
{
T_Stone2
finish {specular 1 reflection 0.1}
scale 2
}
}
#macro rubber(col)
texture {
pigment {color col}
finish {specular 1/4}
normal {bumps 1/50 scale 1/100}
}
#end
sphere {<0,3,0>, 3 rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1 rubber(rgb z)}
// Box added by William
box {
<0, 0, 0>
<2, 2, 2>
//Distorted by Alain
rotate -21
scale<1.3,1,0.8>
rotate 21
//end distortion
rotate y * 45
translate z * -5
texture
{
pigment { color rgbt 0.75 }
normal {bumps 0.5 scale 0.2}
finish {
brilliance 0.5
diffuse 0.1
reflection 0.5
specular 0.75
roughness 0.001
}
}
interior
{
ior 1.35
}
photons {
target
refraction on
reflection on
collect off
}
}
// End of William's box
// Begin additions by Yadgar
#declare n=0;
#while (n<1800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<800)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
#declare n=0;
#while (n<200)
#declare r1=rand(s1)*360;
#declare r2=asin(rand(s1)*2-1);
object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
#declare n=n+1;
#end
// End additions by Yadgar
//Addition by Alain
union{
plane{-z,-10 rotate -4*y}
plane{z,-10 no_image no_shadow}
pigment{rgb 0.9}
hollow //to prevent the warning
texture{finish{reflection 0.97}}
rotate 1*y
}
// End addition by Alain
--
Alain
-------------------------------------------------
Educate and inform the whole mass of the people... They are the only sure
reliance for the preservation of our liberty.
Thomas Jefferson
Post a reply to this message
Attachments:
Download 'pingpong.jpg' (54 KB)
Preview of image 'pingpong.jpg'
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