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The world of POV-Ray crystallography is on fire this week... after the
discovery of Thomasite, now it's the turn of Vivesite. ;)
The crystals are procedurally generated using triangle meshes from the
scratch. A height_field was used to trace the 4 base points, and then
the crystal was grown following the normal at the center point. No area
light nor radiosity this time... but I used photons+dispersion and a
strong focal blur. Render time was a under 2 hours using an AMD FM-6300
(x6).
As the test seems to have given acceptable results, I'm going to use now
an isosurface as the base, and try to use hexagonal crystals... if I can
work it out: working out the maths for a cube basal I already fried one
or two neurons...
--
jaime
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Attachments:
Download 'crystals-04.png' (955 KB)
Preview of image 'crystals-04.png'
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Oops... sorry for the big PNG, I forgot to convert it to JPG for the post.
--
jaime
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Jaime Vives Piqueres wrote on 17/02/2016 13.18:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur. Render time was a under 2 hours using an AMD FM-6300
> (x6).
>
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
>
> --
> jaime
>
A very nice result, imho.
Paolo
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur. Render time was a under 2 hours using an AMD FM-6300
> (x6).
>
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
>
> --
> jaime
Excellent ! Looking forward for the next one. Hope you have some neurons left.
Bruno
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On Wed, 17 Feb 2016 13:18:23 +0100, Jaime Vives Piqueres wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur. Render time was a under 2 hours using an AMD FM-6300
> (x6).
>
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
That's incredibly good. :)
Jim
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
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Am 17.02.2016 um 13:18 schrieb Jaime Vives Piqueres:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
Great stuff!
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
I guess it's worth frying a few more ;)
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First test using an isosurface as base... nice, except for some ugly
artifacts on focal blur, due to a too strong light source.
--
jaime
Post a reply to this message
Attachments:
Download 'crystals-07.jpg' (88 KB)
Preview of image 'crystals-07.jpg'
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> First test using an isosurface as base... nice, except for some ugly
> artifacts on focal blur, due to a too strong light source.
>
> --
> jaime
Fantastic. I've been wanting to know how to do this for years, but good crystal
geometry has been elusive.
How high do you have to set the max_trace_level?
Regards,
A.D.B.
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> First test using an isosurface as base... nice, except for some ugly
> artifacts on focal blur, due to a too strong light source.
>
> --
> jaime
Phantastic!
Good to see something new from you, Jaime.
First I thought, it's hdr lighting, but with this artifacts...
Norbert
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On 2/17/2016 5:57 PM, Jaime Vives Piqueres wrote:
> First test using an isosurface as base... nice,
double wow with a cherry on top.
dik
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