POV-Ray : Newsgroups : povray.binaries.images : modified v3.5 logo [~18K Jpg] Server Time
20 Nov 2024 04:30:40 EST (-0500)
  modified v3.5 logo [~18K Jpg] (Message 1 to 8 of 8)  
From: Bob H 
Subject: modified v3.5 logo [~18K Jpg]
Date: 16 Oct 2001 07:34:07
Message: <3bcc1b2f@news.povray.org>
Not a whole lot different, I was making new icons for myself and this was
the changed CSG for it.  Since I haven't posted much lately I figured I
needed the practice.

BTW, anybody care for the icons (24 bit, 64x64 res.)?  I have to admit that
they don't plainly express the "P" for POV-Ray like the original so I'm
still considering further changes.  They do however try and show a P and R
both.

Bob H.
--
http://webpages.charter.net/omniverse/omniverse.htm


Post a reply to this message


Attachments:
Download 'povlogo35mod4t.jpg' (14 KB)

Preview of image 'povlogo35mod4t.jpg'
povlogo35mod4t.jpg


 

From: Jari Juslin
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 16 Oct 2001 11:42:02
Message: <3BCC54F0.8FF439D5@matchem.com>
"Bob H." wrote:
> Not a whole lot different, I was making new icons for myself

What are the textures you are using? Especially the ones on the first
row look really good.

-- 
Jari Juslin, Development Team Leader   MatchEm Ltd   
jar### [at] matchemcom                http://www.matchem.com/
Mob. +358-44-380 0012                  fax: +358-9-644 091


Post a reply to this message

From: Harold Baize
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 16 Oct 2001 13:04:14
Message: <3bcc688e@news.povray.org>
They may not convey the letters POV as clearly,
but the image of a light ray into an eye says a
lot more. I like it.

HB


"Bob H." <omn### [at] msncom> wrote in message
news:3bcc1b2f@news.povray.org...
> Not a whole lot different, I was making new icons for myself and this was
> the changed CSG for it.  Since I haven't posted much lately I figured I
> needed the practice.


Post a reply to this message

From: Bob H 
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 16 Oct 2001 15:45:28
Message: <3bcc8e58@news.povray.org>
"Jari Juslin" <zds### [at] matchemcom> wrote in message
news:3BCC54F0.8FF439D5@matchem.com...
> "Bob H." wrote:
> > Not a whole lot different, I was making new icons for myself
>
> What are the textures you are using? Especially the ones on the first
> row look really good.

I just threw them together over the original ones in
..\scenes\incdemo\logo.pov file.

Bob H.

Are as follows:

#declare Silver_Metal =
texture {
   pigment {color <.97,0.94,0.96>*.67}
   normal {bozo 3 scallop_wave turbulence 1 scale .03}
   finish {
      ambient 0 diffuse 0.9 brilliance 2
      specular 2 roughness 0.01 phong .5 phong_size 2 conserve_energy
      reflection {0.3,0.9 falloff 2 metallic exponent .9}
   }
}

#declare Green_Glass =
material {
   texture {
      pigment {color transmit 1}
   normal {marble .15 ramp_wave turbulence .6 scale .08}
      finish {
         ambient 0 diffuse .2 specular 1 roughness 0.01
         reflection {0.2,0.8 falloff 1 fresnel exponent .8}
      }
   }
   interior {
      ior 1.5
      fade_distance 0.1 fade_power 2 fade_color <0.1,0.7,0.2>
   }
}

#declare Wood_Wood =
texture {
      pigment {wood octaves 3 omega .6 lambda .9
        color_map {
                [0 color rgb <.75,.33,.1>]
                [.15 color rgb <.9,.5,.125>]
                [.4 color rgb <1.2,.8,.4>]
                [1 color rgb <1.3,1,.3>]
        } ramp_wave turbulence .025
    warp
    {
        black_hole <-3,-3,-3>, 2
    strength 3 falloff 2
    repeat <.3,.6,.1>*.5 turbulence <.1,.2,.3>
    }
        scale .05}
   normal {wood .1 ramp_wave turbulence .025 scale .05}
   finish {
      ambient .2 diffuse .4 brilliance 1
      specular .1 roughness .1 phong .05 phong_size 1 crand .1
      reflection {0.03,0.09 falloff 2}
   } rotate <70,-5,-10>
}

#declare Marble_Stone =
   texture {
      pigment {
        marble
        color_map {
                [0 color rgbf <.67,.67,.67,.01>]
                [.1 color rgbf <.75,.75,.75,.02>]
                [.2 color rgbf <.95,.95,.95,.03>]
                [1 color rgbf <1.2,1.2,1.2,.07>]
                } ramp_wave turbulence .8 scale .4
        }
   normal {marble .05 ramp_wave turbulence .8 scale .4}
      finish {
         ambient .3 diffuse .7 specular .3 roughness 0.01 phong .1
phong_size 5 crand .05 conserve_energy
         reflection {0.05,0.15 falloff 2}
      }
}


Post a reply to this message

From: Bob H 
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 16 Oct 2001 15:49:57
Message: <3bcc8f65$1@news.povray.org>
"Harold Baize" <bai### [at] itsaucsfedu> wrote in message
news:3bcc688e@news.povray.org...
> They may not convey the letters POV as clearly,
> but the image of a light ray into an eye says a
> lot more. I like it.

Hey, you got the idea I was conveying  :-)  Thanks.  The cone points outward
a bit in an attempt to be more 3D'ish, probably noticed that... along with
the focal blur.  It helped to make the shadow for the icon be a "R" for Ray.

Bob H.


Post a reply to this message

From: Lutz-Peter Hooge
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 17 Oct 2001 14:26:28
Message: <MPG.1636e742f4c6406b9896a1@news.povray.org>
In article <3bcc8e58@news.povray.org>, omn### [at] msncom says...

>       specular 2 roughness 0.01 phong .5 phong_size 2 conserve_energy
I've seen it several times now, that people use both phong AND specular 
in the same texture.
What is the reason for it? I thought they are 2 different ways to 
simlulate the same thing. And since the POV Documentation says specular 
is the more realistic one, I alway used only specular.

Lutz-Peter


Post a reply to this message

From: JRG
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 17 Oct 2001 16:17:25
Message: <3bcde755@news.povray.org>
Sometimes you want to use both sharp and smooth highlights, but just for
artistic needs.
I always use specular too, even if you can get serious problems at glancing
angles with it...

--
Jonathan.
"Lutz-Peter Hooge" <lpv### [at] gmxde> ha scritto nel messaggio
news:MPG.1636e742f4c6406b9896a1@news.povray.org...
> In article <3bcc8e58@news.povray.org>, omn### [at] msncom says...
>
> >       specular 2 roughness 0.01 phong .5 phong_size 2 conserve_energy
> I've seen it several times now, that people use both phong AND specular
> in the same texture.
> What is the reason for it? I thought they are 2 different ways to
> simlulate the same thing. And since the POV Documentation says specular
> is the more realistic one, I alway used only specular.
>
> Lutz-Peter


Post a reply to this message

From: Bob H 
Subject: Re: modified v3.5 logo [~18K Jpg]
Date: 17 Oct 2001 17:35:34
Message: <3bcdf9a6@news.povray.org>
"JRG" <jrg### [at] hotmailcom> wrote in message
news:3bcde755@news.povray.org...
> Sometimes you want to use both sharp and smooth highlights, but just for
> artistic needs.
> I always use specular too, even if you can get serious problems at
glancing
> angles with it...

Yep, specular is my first choice then if I want two different amounts/sizes
of highlights I'll add phong as the broader and less obvious of the two.
Mostly just for effect, since phong has that unique sort of boundary which
can make the texture look as though there's a dual surface skin.  That's how
I see it anyway.

Bob H.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.