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Kenneth wrote:
> (My conception of this trick would probably require no less than a 'ray tracer
> within a ray tracer' to pull off successfully; but I think the 'ingregients' for
> the tool already exist in POV-Ray.)
Hi Kenneth,
Not sure if you have seen this before... Is something like this what you
are talking about.
http://www.povray.org/documentation/view/3.6.2/124/
Sean
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Two suggestions:
It looks like the blobs need a more 'randomized' geometry, to give the
impression of a more natural 'painting technique.' As-is, they look a little bit
like simple flattened spheres.
The scene could probably use a less-extreme lighting set-up--not such deep
shadows--so that the colors are more in keeping with a 'painter's color
palette.' Perhaps just the addition of more ambient lighting would do that.
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> I am working on making the paint macro able to use eval_pigment()
> instead of declaring a colour beforehand. Now I am able to render a
> complete scene this way. I first make a normal render of the scene
> without paint. Then I #declare that image as an image map on a z-plane
> so that it fits nicely in front of the scene, using it only to trace the
> colours. then I use the same direction vector to trace onto the scene
> and this is what I got.
>
The idea is really good, brilliant I would say... truly following the
"twisted thinking" POV-Ray tradition. This specific usage is very
interesting too: scary and surrealist.
--
Jaime
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On Mon, 13 May 2013 09:04:53 +0200, Thomas de Groot <tho### [at] degroot org>
wrote:
> I think this is a great way to make painterly renders.
That's the idea!
=)
> A whole new method to re-interpret POV-Ray scenes... without getting
> one's hands dirty ;-)
>
> Thomas
>
I still do the real thing though ...
:)
--
-Nekar Xenos-
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On Mon, 13 May 2013 09:40:23 +0200, s.day <s.d### [at] uel ac uk> wrote:
> Great idea, have you tried making the blobs thinner in the x scale or
> longer in
> the y to make it look more like a brush stroke?
Yes, I am busy with something like that. I keep tracing more blobs in the
specified direction plus a bit of randomness, but at the moment it tends
to look like a scene from The Thing
=8'S
> This has given me a good idea for my moss placement, the shape of each
> clump of
> moss was a bit square for my liking (as I just used trace over a
> rectangular
> area), didn't think about using an image to place the moss. I will give
> that a
> go.
How about an L-system with random branches?
I've never had much success with L-Systems though.
--
-Nekar Xenos-
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On Mon, 13 May 2013 11:06:01 +0200, Paolo Gibellini
<p.g### [at] gmail com> wrote:
> Wow, it's really impressive!
Thanks :)
> Perhaps you can use a mean value when the color change, in order to
> obtain smooth transitions.
> Paolo
Yes, stopping the paint at a colour change is on my to-do list.
--
-Nekar Xenos-
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On Mon, 13 May 2013 15:29:36 +0200, Sean Day <s.d### [at] uel ac uk> wrote:
> Kenneth wrote:
>> (My conception of this trick would probably require no less than a 'ray
>> tracer
>> within a ray tracer' to pull off successfully; but I think the
>> 'ingregients' for
>> the tool already exist in POV-Ray.)
> Hi Kenneth,
>
> Not sure if you have seen this before... Is something like this what you
> are talking about.
>
> http://www.povray.org/documentation/view/3.6.2/124/
>
> Sean
I'm not sure if this one will work with uv-mapped textures though... or
will it?
--
-Nekar Xenos-
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On Mon, 13 May 2013 15:57:27 +0200, Jaime Vives Piqueres
<jai### [at] ignorancia org> wrote:
>> I am working on making the paint macro able to use eval_pigment()
>> instead of declaring a colour beforehand. Now I am able to render a
>> complete scene this way. I first make a normal render of the scene
>> without paint. Then I #declare that image as an image map on a z-plan
e
>> so that it fits nicely in front of the scene, using it only to trace
the
>> colours. then I use the same direction vector to trace onto the scene
>> and this is what I got.
>>
>
> The idea is really good, brilliant I would say... truly following t
he
> "twisted thinking" POV-Ray tradition. This specific usage is very
> interesting too: scary and surrealist.
>
;D
> --
> Jaime
--
-Nekar Xenos-
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Sean Day <s.d### [at] uel ac uk> wrote:
> Kenneth wrote:
> > (My conception of this trick would probably require no less than a 'ray tracer
> > within a ray tracer' to pull off successfully; but I think the 'ingregients'
> > for the tool already exist in POV-Ray.)
>
> Not sure if you have seen this before... Is something like this what you
> are talking about.
>
> http://www.povray.org/documentation/view/3.6.2/124/
>
Yes--but using a slightly different methodology. I.e., instead of shooting rays
from the *camera* into the scene, you could pick an arbitrary point in 3D space
to shoot from--just like trace(). And you could aim the ray in any direction,
again just like trace. Then the ray returns the *color* found on the object.
(Essentially like regular ray-tracing, but maybe even simpler.) And the
object could be a union of many pre-colored objects, even primitive shapes. That
would be the strength of the method, that it doesn't depend on the makeup of the
object, or how many colors it has. Nor would uv-mapping be involved--although
the model could already be uv-mapped if desired, with its many colors.
I'm making it sound simple, but the coding would probably be rather complex.
Then there's the possible parsing/rendering 'circular interaction' I mentioned,
which might defeat the whole scheme, if such an interaction isn't possible. (One
way around *that* might be to do TWO parsing operations: the first for initial
tracing/color evaluating--the results of which are automatically #written to a
file as color vectors-- and the 2nd to #read the results back into the scene for
rendering. I haven't really thought through the details, though.)
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On Mon, 13 May 2013 07:31:39 +0200, Nekar Xenos <nek### [at] gmail com>
wrote:
Not enough strokes here. But as soon as I have a lot of strokes it just
looks like the original images.
I think the white brightens it up nicely :)
--
-Nekar Xenos-
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