POV-Ray : Newsgroups : povray.binaries.images : BlendPov-alternative: screenshots Server Time
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From: LanuHum
Subject: BlendPov-alternative: screenshots
Date: 28 Feb 2016 13:45:01
Message: <web.56d33fab8302842a7a3e03fe0@news.povray.org>
If I have correctly understood сlipka...

"Bald Eagle" <cre### [at] netscapenet> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
>
> LanuHum, you are clearly a very talented and dedicated developer.   While I have
> not used Blender (I downloaded it one 3 years ago, and felt like a child sitting
> in a fighter jet's cockpit...) I can see that your work has a lot of merit, and
> you always have very interesting, thought-provoking, and inspiring designs and
> accomplishments to share. :)

> Keep up the good work!   I hope that you are enjoying yourself and having fun
> with your work.  It is always good to see and makes me smile.

Thanks! :) But it is a pity what I know only Python programming language in
Blender. And, here I know not everything

> Are your plant and tree generations truly or pseudo-random, or is there some
> sort of Fibonacci based phyllotaxis embedded in the code?
>
> https://en.wikipedia.org/wiki/Phyllotaxis

My response to link:
Flower. 100 bicubic_patches. Default texture.
If to use image_map, pigment_pattern, UV, then it is possible to receive teeth


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 28 Feb 2016 15:25:01
Message: <web.56d356e4a4dc7df27a3e03fe0@news.povray.org>
Use nodes of materials


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flower_image_pattern.blend.jpg


 

From: clipka
Subject: Re: BlendPov-alternative: screenshots
Date: 29 Feb 2016 00:03:02
Message: <56d3d106$1@news.povray.org>
Am 28.02.2016 um 19:42 schrieb LanuHum:
> If I have correctly understood сlipka...

It's "clipka", not "<cyrillic-s>lipka" ;)

But yeah - thanks a lot :)

BTW, I keep forgetting that your Blender-to-POV-Ray exporter is the
unofficial one, with all the work you've been putting into it.


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From: And
Subject: Re: BlendPov-alternative: screenshots
Date: 1 Mar 2016 04:10:00
Message: <web.56d55bb1a4dc7df22ce3a0c30@news.povray.org>
:)


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 3 Mar 2016 12:15:01
Message: <web.56d87044a4dc7df27a3e03fe0@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> LanuHum wrote on 27/02/2016 13.14:
> > Polygons write as prism.
> > Very good result!
> >
> > Write, parse and render:
> >   mesh as mesh: 4 minutes :(
> >   mesh as prism: 20 seconds. :)
> >
> > the dried-up sea: 40 000 n-gons:
> >
> Great image!
> Now, a parameter to change slightly the heights of the prisms...
> ;-)
> Paolo


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voronoi_big1.blend.jpg


 

From: William F Pokorny
Subject: Re: BlendPov-alternative: screenshots
Date: 4 Mar 2016 10:44:18
Message: <56d9ad52$1@news.povray.org>
On 03/03/2016 12:11 PM, LanuHum wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> LanuHum wrote on 27/02/2016 13.14:
>>> Polygons write as prism.
>>> Very good result!
>>>
>>> Write, parse and render:
>>>    mesh as mesh: 4 minutes :(
>>>    mesh as prism: 20 seconds. :)
>>>
>>> the dried-up sea: 40 000 n-gons:
>>>
>> Great image!
>> Now, a parameter to change slightly the heights of the prisms...
>> ;-)
>> Paolo
>
First, I think this prism feature quite neat! I see too from the bottom 
ortho view that the voronoi is 2D - or effectively so.

Is the point set for the voronoi result point by point controllable in 
Blender? In other words, are users able to define a set of points from 
which the 2D/3D voronoi diagram is created?

Aside: I'd like such an ability in POV-Ray in addition to the strictly 
random points used in the voronoi/crackle pattern we have today(1).

Bill P.


http://wiki.povray.org/content/User:Le_Forgeron#voronoi - with an input 
point set. Though, I'd favor an extension to crackle over it so as to 
have access to all the crackle options.


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From: Sven Littkowski
Subject: Re: BlendPov-alternative: screenshots
Date: 5 Mar 2016 00:24:44
Message: <56da6d9c$1@news.povray.org>
I like this surface feature a lot! Just try one more thing: that the
edges are kinda bend upwards slightly - then it would be like in
reality! And maybe some cracks on the sides, but only small cracks.




On 03.03.2016 12:11, LanuHum wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> LanuHum wrote on 27/02/2016 13.14:
>>> Polygons write as prism.
>>> Very good result!
>>>
>>> Write, parse and render:
>>>   mesh as mesh: 4 minutes :(
>>>   mesh as prism: 20 seconds. :)
>>>
>>> the dried-up sea: 40 000 n-gons:
>>>
>> Great image!
>> Now, a parameter to change slightly the heights of the prisms...
>> ;-)
>> Paolo
>


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From: Sven Littkowski
Subject: Re: BlendPov-alternative: screenshots
Date: 5 Mar 2016 00:25:31
Message: <56da6dcb$1@news.povray.org>
Do you have the source code available for us? I would love to experiment
with such a surface. Making it sand.brown and dusty...



On 03.03.2016 12:11, LanuHum wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> LanuHum wrote on 27/02/2016 13.14:
>>> Polygons write as prism.
>>> Very good result!
>>>
>>> Write, parse and render:
>>>   mesh as mesh: 4 minutes :(
>>>   mesh as prism: 20 seconds. :)
>>>
>>> the dried-up sea: 40 000 n-gons:
>>>
>> Great image!
>> Now, a parameter to change slightly the heights of the prisms...
>> ;-)
>> Paolo
>


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 5 Mar 2016 00:55:02
Message: <web.56da72e4a4dc7df27a3e03fe0@news.povray.org>
Sven Littkowski <jam### [at] yahoocom> wrote:
> Do you have the source code available for us? I would love to experiment
> with such a surface. Making it sand.brown and dusty...
>

Yes, please!
:)


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From: LanuHum
Subject: Re: BlendPov-alternative: screenshots
Date: 12 Mar 2016 13:50:01
Message: <web.56e46476a4dc7df27a3e03fe0@news.povray.org>
http://cvetikof.ru/uploads/posts/2012-01/1326886064_3_med.jpg

I didn't find the link to a flower which used in a background.
Lobes above have difficult geometry.
It is possible to model 100 - 1000 such lobes using armatures (bones).


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