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A df3 media ghost of a TV character I liked.
Bill P.
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Attachments:
Download 'ghost.jpg' (94 KB)
Preview of image 'ghost.jpg'
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William F Pokorny <ano### [at] anonymousorg> wrote:
> A df3 media ghost of a TV character I liked.
> Bill P.
Hi Bill,
I have never used DF3 files before but now see I need to read up on them as I
did not realise you could control the shape of a cloud in this way.
Are there any good resources you can point me to?
Thanks
Sean
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On 20-9-2013 4:21, William F Pokorny wrote:
> A df3 media ghost of a TV character I liked.
> Bill P.
This gives me the shivers! ;-)
Very nicely done; like Sean, I need to read up on df3 creation. I have
used them for clouds of course (Gilles Tran) and as proximity pattern
holders, but those are generated out of my control so to speak. Now
/this/ is a different story altogether.
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 20-9-2013 4:21, William F Pokorny wrote:
> > A df3 media ghost of a TV character I liked.
> > Bill P.
>
> This gives me the shivers! ;-)
>
> Very nicely done; like Sean, I need to read up on df3 creation. I have
> used them for clouds of course (Gilles Tran) and as proximity pattern
> holders, but those are generated out of my control so to speak. Now
> /this/ is a different story altogether.
>
A few years ago, I created an animation scene which intersected an object with a
with tga2df3. A bit like a Tomography scan. I used three filters on the
meshes but solid objects are better.
A short animation is posted here:
http://tiny.cc/9qep3w
The object is a cubic Mandelbrot (code posted by Andrew) from an angle that I
never found again.
Stephen
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On 20-9-2013 11:49, Stephen wrote:
> A few years ago, I created an animation scene which intersected an object with a
> with tga2df3. A bit like a Tomography scan. I used three filters on the
> meshes but solid objects are better.
> A short animation is posted here:
> http://tiny.cc/9qep3w
> The object is a cubic Mandelbrot (code posted by Andrew) from an angle that I
> never found again.
A creepy scene ;-)
Yes, that is how I understand the making of. Never done it myself but I
see the potentials. Much to do...
[shambles off humming /ain't gonna study pov no more.../]
Thomas
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On 09/20/2013 01:41 AM, s.day wrote:
> William F Pokorny <ano### [at] anonymousorg> wrote:
>> A df3 media ghost of a TV character I liked.
>> Bill P.
>
> Hi Bill,
>
> I have never used DF3 files before but now see I need to read up on them as I
> did not realise you could control the shape of a cloud in this way.
>
> Are there any good resources you can point me to?
>
> Thanks
>
> Sean
>
Hi Sean,
After work today I'll post more if I find the time. Take a look at the
thread "interesting shape: CA, DF3, isosurface (284k jpg)" started by
Sam. He used C++ code Warp put together, but to which I do not have a
reference handy.
Unsure if this link will work as pasted but :
http://news.povray.org/povray.binaries.images/thread/%3C4a28719b%241%40news.povray.org%3E/
Anyway, in that thread there is a message from Darren about his MakeDF3
tcl utility which he posted to p.b.utilities. I know tcl, so in the end
used my own version of tcl code, but this utility is where I started. It
is the only general utility for manipulating DF3s I know aside from
Gilles's make cloud approach.
Aside: Povray 3.7 itself might be able to write the df3 file format as I
know it can now write most others, but wasn't the route I took.
Look too in the documentation & scenes files for a couple of small
examples using provided df3 files. There is one "star" one for a simple
cloud shape.
Bill P.
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On 20/09/13 12:25, Thomas de Groot wrote:
>
> [shambles off humming /ain't gonna study pov no more.../]
>
> Thomas
>
... to the tune of Maggie's Farm maybe?
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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William F Pokorny <ano### [at] anonymousorg> wrote:
> A df3 media ghost of a TV character I liked.
> Bill P.
Creepy!
Just recently I developed a new way to convert any (supported) object into a
volumetric pattern, and it doesn't use df3 files. The idea is to render an
animation of a proximity pattern (each frame = one slice), and then combine all
the frames into a gradient z pigment_pattern in another scene file.
Attached is an example of a mesh (modeled in Sculptris+Blender) converted in
this manner, given a displacement pattern, and rendered as an isosurface. I've
made the process as painless as possible, and will try to post the source later
for anyone who is interested in looking at it.
Sam
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Attachments:
Download 'skullnewsidec-iso5m_46s.jpg' (36 KB)
Preview of image 'skullnewsidec-iso5m_46s.jpg'
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On 20/09/13 18:39, Samuel Benge wrote:
> Just recently I developed a new way to convert any (supported) object into a
> volumetric pattern, and it doesn't use df3 files. The idea is to render an
> animation of a proximity pattern (each frame = one slice), and then combine all
> the frames into a gradient z pigment_pattern in another scene file.
>
> Attached is an example of a mesh (modeled in Sculptris+Blender) converted in
> this manner, given a displacement pattern, and rendered as an isosurface. I've
> made the process as painless as possible, and will try to post the source later
> for anyone who is interested in looking at it.
>
> Sam
>
Interesting. I look forward to seeing the source
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
Post a reply to this message
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And here's a shot of the isosurface, sans displacement (the original mesh looks
nearly identical, so I won't post a picture of it).
Post a reply to this message
Attachments:
Download 'skullnewside-iso2m_38.jpg' (44 KB)
Preview of image 'skullnewside-iso2m_38.jpg'
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