POV-Ray : Newsgroups : povray.binaries.images : A few cylinders [~117 KB] Server Time
13 Nov 2024 22:21:40 EST (-0500)
  A few cylinders [~117 KB] (Message 1 to 9 of 9)  
From: Matt Leonard
Subject: A few cylinders [~117 KB]
Date: 15 Apr 2004 10:22:00
Message: <opr6h4uoo5vka4sj@news.povray.org>
Hello, there.  This is actually my second time posting, so no reflecting 
spheres today.

I was just playing around last night and did this nice little image with 
the trace function, nested loops and spherical coordinates.  Basically, its 
just a bunch of cylinders placed on a sphere.  Actually, 80800 cylinders.  
Hope you enjoy it.  Took an hour to render...  Just an area light and focal 
blur.

Matt Leonard


Post a reply to this message


Attachments:
Download 'cylsphere.jpg' (118 KB)

Preview of image 'cylsphere.jpg'
cylsphere.jpg


 

From: Rafal 'Raf256' Maj
Subject: Re: A few cylinders [~117 KB]
Date: 15 Apr 2004 14:36:37
Message: <Xns94CCD18F8D286raf256com@203.29.75.35>
mcl### [at] ksuedu news:opr6h4uoo5vka4sj@news.povray.org

> Hello, there.  This is actually my second time posting, so no
> reflecting spheres today.

Simple image, but artistic effect is interesting :)


-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


Post a reply to this message

From: Hugo Asm
Subject: Re: A few cylinders [~117 KB]
Date: 15 Apr 2004 16:46:43
Message: <407ef4b3$1@news.povray.org>
I really like that grey, shiny look!

What formula did you use for tracing?  For a sphere, it wouldn't be
necessary to use trace at all, of course, but now that you have ... I wonder
if you also used some interesting formula for tracing all around the object
in question.

Regards,
Hugo


Post a reply to this message

From: Florian Brucker
Subject: Re: A few cylinders [~117 KB]
Date: 15 Apr 2004 17:19:49
Message: <407efc75@news.povray.org>
Cool idea!

I like the simple look of the image. The focal blur looks a bit grainy 
though.

Florian


Post a reply to this message

From: Matt Leonard
Subject: Re: A few cylinders [~117 KB]
Date: 15 Apr 2004 18:03:47
Message: <opr6ip8kp1vka4sj@news.povray.org>
On Thu, 15 Apr 2004 22:46:59 +0200, Hugo Asm <hua### [at] post3teledk> wrote:

> I really like that grey, shiny look!
>
> What formula did you use for tracing?  For a sphere, it wouldn't be
> necessary to use trace at all, of course, but now that you have ... I 
> wonder
> if you also used some interesting formula for tracing all around the 
> object
> in question.
>
> Regards,
> Hugo
>
>
>

Basically all I did was trace out a sphere with the start of the trace 
function.  Ummm...  when using spherical coordinates, you can describe a 
sphere easily with three parameters, the radius, theta - the angle around 
the vertical axis, and phi - the angle with respect to the horizontal 
plane.  I just took one theta and moved phi down, scanning across the 
surface of the sphere and placing cylinders.  Then it increments theta, and 
scans down again.  Do this a bunch of times and you end up with the 
picture.  Code looks like this:

#while ( theta < 2*pi )
    #local phi = 0;   #while ( phi < pi )      #local vary = rand(seed1);
      #local Start = <r*sin(phi)*sin(theta), r*cos(phi), r*sin(phi) 
*cos(theta)>;  #local Inter = trace ( S, Start, <0,0,0> - Start, Norm ); 
cylinder { Inter, Inter + Norm*vary*.5, .025
      }
      #local phi = phi + pi/Number;
    #end
    #local theta = theta + 2*pi/Number;
  #end

Probably more complicated than it needs to be, but whatever....

Thanks for the comments!


Post a reply to this message

From: Matt Leonard
Subject: Re: A few cylinders [~117 KB]
Date: 15 Apr 2004 18:12:48
Message: <opr6iqnlaevka4sj@news.povray.org>
Uhhh...  the code didn't come out right...

#while ( theta < 2*pi )
#local phi = 0;   #while ( phi < pi )
#local vary = rand(seed1);
#local Start = <r*sin(phi)*sin(theta), r*cos(phi), r*sin(phi)*cos(theta)>;
#local Inter = trace ( S, Start, <0,0,0> - Start, Norm );
cylinder { Inter, Inter + Norm*vary*.5, .025
texture { T_Chrome_2B } }
#local phi = phi + pi/Number;
#end
#local theta = theta + 2*pi/Number;
#end

Does this work?


Post a reply to this message

From: Dan P
Subject: Re: A few cylinders [~117 KB]
Date: 15 Apr 2004 19:46:19
Message: <407f1ecb$1@news.povray.org>
Matt Leonard wrote:

> Hello, there.  This is actually my second time posting, so no reflecting 
> spheres today.
> 
> I was just playing around last night and did this nice little image with 
> the trace function, nested loops and spherical coordinates.  Basically, 
> its just a bunch of cylinders placed on a sphere.  Actually, 80800 
> cylinders.  Hope you enjoy it.  Took an hour to render...  Just an area 
> light and focal blur.
> 
> Matt Leonard

Excellent feeling of depth!!!


Post a reply to this message

From: Hugo Asm
Subject: Re: A few cylinders [~117 KB]
Date: 16 Apr 2004 03:31:06
Message: <407f8bba$1@news.povray.org>
Thanks for posting the code!

> Probably more complicated than it needs to be,
> but whatever....

Yes and no. If your loops are shooting rays from origin and outwards in a
spherical pattern, the trace function is superflous. You just need a length
parameter to act as stop condition.

Regards,
Hugo


Post a reply to this message

From: Felbrigg
Subject: Re: A few cylinders [~117 KB]
Date: 16 Apr 2004 04:29:33
Message: <407f996d$1@news.povray.org>
Very Nice, I like it, how about spheres on a cylinder!


"Matt Leonard" <mcl### [at] ksuedu> wrote in message
news:opr6h4uoo5vka4sj@news.povray.org...
> Hello, there.  This is actually my second time posting, so no reflecting
> spheres today.
>
> I was just playing around last night and did this nice little image with
> the trace function, nested loops and spherical coordinates.  Basically,
its
> just a bunch of cylinders placed on a sphere.  Actually, 80800 cylinders.
> Hope you enjoy it.  Took an hour to render...  Just an area light and
focal
> blur.
>
> Matt Leonard
>


Post a reply to this message

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