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Part of a series of renderings I'm doing for my desktop backgrounds on
my work computer.
err.. rather an isosurface.
The checkering of the sphere was actually a pretty simple function
(using the contained_by shape to define the sphere.)
function {(sin(f_th(x,y,z)*13) * sin(f_ph(x,y,z)*13) * sin(f_r(x,y,z)*15))}
The isosurface is then rotated to the proper orientation. :)
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Attachments:
Download 'chextest8.png' (1470 KB)
Preview of image 'chextest8.png'
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Beautiful
--
-Nekar Xenos-
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"Raiford, Michael" <mra### [at] spammailcom> wrote:
> Part of a series of renderings I'm doing for my desktop backgrounds on
> my work computer.
>
> err.. rather an isosurface.
>
> The checkering of the sphere was actually a pretty simple function
> (using the contained_by shape to define the sphere.)
>
> function {(sin(f_th(x,y,z)*13) * sin(f_ph(x,y,z)*13) * sin(f_r(x,y,z)*15))}
>
> The isosurface is then rotated to the proper orientation. :)
Nice work! You should consider an entry at www.cgsphere.com, but you have to
change the scene a bit due to their conditions.
Best regards,
Michael
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"Raiford, Michael" <mra### [at] spammailcom> wrote:
> Part of a series of renderings I'm doing for my desktop backgrounds on
> my work computer.
>
> err.. rather an isosurface.
>
> The checkering of the sphere was actually a pretty simple function
> (using the contained_by shape to define the sphere.)
>
> function {(sin(f_th(x,y,z)*13) * sin(f_ph(x,y,z)*13) * sin(f_r(x,y,z)*15))}
>
> The isosurface is then rotated to the proper orientation. :)
Great image, and a good choice for a desktop background. Aside from the very
interesting sphere the floor also looks great.
Sean
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"MichaelJF" <mi-### [at] t-onlinede> wrote:
> Nice work! You should consider an entry at www.cgsphere.com, but you have to
> change the scene a bit due to their conditions.
I just put the finishing touches on a project, but it has lots of glass with
spectrally rendered dispersion, so it is very, very slow. With photons, DOF,
and area lights, early tests suggested a total render time of almost 5.5 days.
The area lights turn out to be a major drag, so I'm rendering the shadowy part
separately with area lights, then splicing that into the main scene. My new
estimate is down to 3.7 days. My next step is to see if being stingier with the
max trace level can speed things up without compromising the image.
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"Cousin Ricky" <rickysttATyahooDOTcom> wrote:
"I'm rendering the shadowy part
separately with area lights, then splicing that into the main scene."
Very cool lenses!
How does one do this splicing thing of which you speak?
I just got done with a render that was 23h15m, but I was expecting it to be
slow, and it finished 15h "early". Radiosity does NOT like shiny stuff, and
antialiasing adds the back-handed bitch-slap on top of that.
I REALLY need to get a faster computer if I'm going to be doing a lot more of
this. :)
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Nice work indeed. I take note of the function ;-)
Thomas
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On 11/10/2014 2:49 PM, MichaelJF wrote:
> "Raiford, Michael" <mra### [at] spammailcom> wrote:
>> Part of a series of renderings I'm doing for my desktop backgrounds on
>> my work computer.
>>
>> err.. rather an isosurface.
>>
>> The checkering of the sphere was actually a pretty simple function
>> (using the contained_by shape to define the sphere.)
>>
>> function {(sin(f_th(x,y,z)*13) * sin(f_ph(x,y,z)*13) * sin(f_r(x,y,z)*15))}
>>
>> The isosurface is then rotated to the proper orientation. :)
>
> Nice work! You should consider an entry at www.cgsphere.com, but you have to
> change the scene a bit due to their conditions.
>
> Best regards,
> Michael
>
Hmm... I might just have to give this a go as a submission. I've gotta
work the parquet floor in somehow, though ...
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Cousin Ricky" <rickysttATyahooDOTcom> wrote:
>
> "I'm rendering the shadowy part
> separately with area lights, then splicing that into the main scene."
>
> Very cool lenses!
> How does one do this splicing thing of which you speak?
In years past, with GIMP or Micro$haft Paint, and lots of tedious counting of
pixels. This time, I'm doing it entirely in POV-Ray, compositing the final
image with image maps of the earlier renders.
Here is a snippet of the code:
____________________________________________________________________
#declare SAFETY_MARGIN = 0.005;
#declare S_INSET_NAME = "cgs-convex_stack-inset.png"
union
{ plane { -z, 0 }
object { RC3Embossed_Message (2014) translate <DIM - 30, 25, 0> }
#if (file_exists (S_INSET_NAME)) // soft-shadow inset
#debug "Inserting soft-shadow inset.\n"
box
{ <0.30, 0.15, -1> + SAFETY_MARGIN, <1, 0.29 - SAFETY_MARGIN, 0>
pigment { image_map { png S_INSET_NAME } }
scale <DIM, DIM, 1>
}
#else
#debug "Soft-shadow inset image not found.\n"
#end
pigment
{ image_map { png "cgs-convex_stack.png" }
scale DIM
}
no_shadow
}
____________________________________________________________________
The inset file is created with the command line options:
+sc0.30 +sr0.71 +er0.85 declare=Soft=1
and
+ocgs-convex_stack-inset
The Soft variable turns on the area light. The SAFETY_MARGIN (more than)
accounts for any pixel rounding from the partial render. The macro
RC3Embossed_Message creates the copyright notice.
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