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It started as an innocent exploration of the pavement pigment but the
thing escalated quickly and out of control.
The source code is in pov-ray.text.scene-files
It generates an output file with the parameters used in each image and I
think it is almost decent (not at all) to see. Use with care.
Greetings.
BGimeno
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Attachments:
Download 'pavement_test.png' (1213 KB)
Preview of image 'pavement_test.png'
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On 9/13/2018 12:06 PM, BGimeno wrote:
> It started as an innocent exploration of the pavement pigment but the
> thing escalated quickly and out of control.
>
>
> The source code is in pov-ray.text.scene-files
> It generates an output file with the parameters used in each image and I
> think it is almost decent (not at all) to see. Use with care.
>
> Greetings.
> BGimeno
Those are very nice. But what makes them random? They look pretty
regular to me.
Mike
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On 9/13/18 12:06 PM, BGimeno wrote:
> It started as an innocent exploration of the pavement pigment but the
> thing escalated quickly and out of control.
nice job ... and perfect timing! i was playing with pavement for use in
my latest and moved on to something else because i couldn't get it to
behave like i wanted.
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El 14/09/18 a las 04:18, Mike Horvath escribió:
> Those are very nice. But what makes them random? They look pretty
> regular to me.
>
>
> Mike
The parameters used are (almost) random.
In this image I present what could be done by putting together tiles of
this type, square, hexagonal and triangular.
There seems to be no limit or vocabulary to describe the forms they
generate, and among a lot of garbage every once in a while something
decent is generated.
B.Gimeno
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Attachments:
Download 'tiles_6_0.png' (215 KB)
Preview of image 'tiles_6_0.png'
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Some examples of a macro I wrote years ago.
Let me a pair of days to finish some details and it will be posted in
p.t.scene-files
Regards
B Gimeno
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Attachments:
Download 'rnd_007.png' (205 KB)
Download 'rnd_009.png' (120 KB)
Download 'rnd_056.png' (187 KB)
Download 'rnd_076.png' (293 KB)
Preview of image 'rnd_007.png'
Preview of image 'rnd_009.png'
Preview of image 'rnd_056.png'
Preview of image 'rnd_076.png'
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El 14/09/18 a las 09:33, Jim Holsenback escribió:
> On 9/13/18 12:06 PM, BGimeno wrote:
>> It started as an innocent exploration of the pavement pigment but the
>> thing escalated quickly and out of control.
>
> nice job ... and perfect timing! i was playing with pavement for use in
> my latest and moved on to something else because i couldn't get it to
> behave like i wanted.
>
Thanks, hope you found it useful
I do not think anyone can do what he WANTS with pavement pigment.
It seems that our taste is a bit capricious and all these results are
all fruits of chance.
BGimeno
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Am 14.09.2018 um 12:50 schrieb BGimeno:
> Some examples of a macro I wrote years ago.
> Let me a pair of days to finish some details and it will be posted in
> p.t.scene-files
You've been reading too many ancient celtic manuscripts ;)
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BGimeno <bru### [at] gmailcom> wrote:
> There seems to be no limit or vocabulary to describe the forms they
> generate, and among a lot of garbage every once in a while something
> decent is generated.
>
Very nice work! This seems to be one of those situations where POV-Ray's
'code-driven' paradigm might be superior to a purely menu-driven graphics
program (where a user would have to pick and choose various parameters
beforehand, in hopes of producing something usable.)
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BGimeno wrote on 13/09/2018 18:06:
> It started as an innocent exploration of the pavement pigment but the
> thing escalated quickly and out of control.
>
>
> The source code is in pov-ray.text.scene-files
> It generates an output file with the parameters used in each image and I
> think it is almost decent (not at all) to see. Use with care.
>
> Greetings.
> BGimeno
I definitely like them!
A very nice work,
Paolo
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El 14/09/18 a las 18:08, clipka escribió:
> Am 14.09.2018 um 12:50 schrieb BGimeno:
>> Some examples of a macro I wrote years ago.
>> Let me a pair of days to finish some details and it will be posted in
>> p.t.scene-files
>
> You've been reading too many ancient celtic manuscripts ;)
>
I've also come to think that, but it's not old Celtic, it's my own
source code. I keep trying to unravel strange things and advance what is
there, at the moment it is shamelessly illegible and full of constants
everywhere.
BGimeno
Post a reply to this message
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