|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi to all out there,
after I experimented a little bit with a PERL script to place arbitrary
objects on a mesh in an evenly distributed manner, this is the first
real result of a fluffy toy (like my niece have one).
Even so I very like Tim Nikias (here your "credits" ;-)) approach of
"cube-mapping" a predefined set of meshes to take the mesh normals into
account, I found it not necessary in this case as the fur won't be
derogated by gravity and orientation that much and it would even be hard
to see in the render (beside you make a real close-up).
Instead I wrote small macros to generate small patches of hair with the
possibilty of controlling the length and curliness (as probably
everybody here has done it once), and used just two different patches to
instanciate the rest of the fur.
I'm very pleased with the outcome, as it shows all this small
irregularties of real fur.
Please forgive for the poor textures (and maybe) strange colors as I'm
allmost color blind and sometimes just have to guess.
... dave
Post a reply to this message
Attachments:
Download 'how_cuddlesome_big.jpg' (253 KB)
Preview of image 'how_cuddlesome_big.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Hi to all out there,
>
> after I experimented a little bit with a PERL script to place arbitrary
> objects on a mesh in an evenly distributed manner, this is the first
> real result of a fluffy toy (like my niece have one).
>
> Even so I very like Tim Nikias (here your "credits" ;-)) approach of
> "cube-mapping" a predefined set of meshes to take the mesh normals into
> account, I found it not necessary in this case as the fur won't be
> derogated by gravity and orientation that much and it would even be hard
> to see in the render (beside you make a real close-up).
> Instead I wrote small macros to generate small patches of hair with the
> possibilty of controlling the length and curliness (as probably
> everybody here has done it once), and used just two different patches to
> instanciate the rest of the fur.
>
> I'm very pleased with the outcome, as it shows all this small
> irregularties of real fur.
>
> Please forgive for the poor textures (and maybe) strange colors as I'm
> allmost color blind and sometimes just have to guess.
>
> ... dave
>
> ------------------------------------------------------------------------
>
Looks great!
What is the hair made of? cylinders?
Sebastian
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Sebastian H. wrote:
>
> Looks great!
> What is the hair made of? cylinders?
>
> Sebastian
nope ...,
to use the mesh reuse facility of povray (to save memory) you nearly
always depend on instanciating the hair as copies of a predefiend mesh.
As stated above I wrote macros to generate a small macro to define such
a mesh as "hair patch prototype" and used copies of it.
See
http://news.povray.org/povray.binaries.images/thread/%3C432f4a2e%40news.povray.org%3E/
as example in which trouble you may run if your using cylinders.
memory consumption for this render was roughly 180M.
... dave
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> As stated above I wrote macros to generate a small macro to define such
> a mesh as "hair patch prototype" and used copies of it.
sorry, one macro to much (even this would be a nice idea to try)
of cause it have to be:
As stated above I wrote macros to generate such a mesh as "hair patch
prototype" and used copies of it.
...dave
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Incredible and great. Congratulations on the job.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Fantastic, this is some of the best looking fur/hair I have seen with POV
and the colours look fine to me. How long was the trace time?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Lukasz wrote:
> Incredible and great. Congratulations on the job.
s.day wrote:
> Fantastic, this is some of the best looking fur/hair I have seen with POV
> and the colours look fine to me. How long was the trace time?
>
thanks,
it's hard to say how long it took, as I stoped it and resumed it later
several times while doing other stuff. As I renember right roughly 30
hours with pre-saved radiosity and antialiasing (+A0.1 +AM2 +R3,
probably to high for this resolution as the fur came out quite blurred
and would be faster to render with lower settings or +AM1) at 1600x1200
on a P4@3GHz/1GB running linux (SuSE9.3).
Huge hollow sphere as ground/background, on spot light and one
shadowless fill light in the back, as it was the most minimalistic setup
I could think off.
I plan to put it into context, like the fluffy toy as sentinel guarding
a childs sleep at night, ..., but this a long way to go ....
... dave
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |