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//Hello my friends
//I posted my first image in newsgroup...
//Components: Two planes, some lights, and hundreds of boxs
#declare DEG=180/pi;
global_settings { assumed_gamma 1.2 radiosity {} }
camera { location <5, 100, 0> look_at 0 angle 45 }
#declare i=-700;#while (i<=-100)
light_source { <0, i, 0>, 60 fade_distance 1 fade_power 1.25 shadowless }
#declare i=i+200;#end
light_source { <0, 100, 0>, 120 fade_distance 1 fade_power 1.25 shadowless
}
union {
plane { y, 101 }
plane { y, -600 rotate (z+x)*1 }
pigment { rgb 0 } finish { reflection 1 }
}
union {
#declare g=-600;#while (g<150)
#local S=sin(g*DEG);
#local C=cos(g*DEG);
#local R=cos(g*DEG)/2;
#local G=cos((g+1.20)*DEG)/2;
#local B=cos((g+2.40)*DEG)/2;
box {
-1, 1
pigment { rgb <R,G,B>+.65 }
finish { ambient 0 }
scale <1, 8, 1>
rotate y*10*g*DEG
translate <20*S, g, 10+20*C>
}
#declare g = g + 0.08;
#end
}
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Attachments:
Download '0008.png' (437 KB)
Preview of image '0008.png'
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Agustin Britait Molina wrote:
> Two planes, some lights, and hundreds of boxs
Uhh, pretty! Nice blur-like effect.
Regards,
Florian
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Wow... you did this with ... *boxes* ... Impressive!
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Wait - there's a contest for "few code, many objects"?
Man, imagine if you could describe POV-Ray scenes in Haskell... >:-D
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Orchid XP v3 <voi### [at] devnull> wrote:
> Wait - there's a contest for "few code, many objects"?
>
> Man, imagine if you could describe POV-Ray scenes in Haskell... >:-D
Actually, SDL is powerful enough to implement Ackermann's function,
which means that with *very* little code you can create so many
objects that it will quickly overwhelm all CPU power and memory in
the world combined. (Ah, the joys of recursion...!)
Of course, the *usefulness* of such a thing is questionable, so I've
chosen to interpret the contest as "with as little code as possible,
create as many objects as possible that would result in a
_meaningful scene_".
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"Agustin Britait Molina" <agu### [at] hotmailcom> wrote:
> //Hello my friends
> //I posted my first image in newsgroup...
> //Components: Two planes, some lights, and hundreds of boxs
> #declare i=-700;#while (i<=-100)
> light_source { <0, i, 0>, 60 fade_distance 1 fade_power 1.25 shadowless }
> #declare i=i+200;#end
> light_source { <0, 100, 0>, 120 fade_distance 1 fade_power 1.25 shadowless
> }
Beatiful picture, IMO. It never ever dawned on me to put light sources
inside a routine, thanks for the idea.
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Grassblade wrote:
> Beatiful picture, IMO. It never ever dawned on me to put light sources
> inside a routine, thanks for the idea.
>
I've done it before, but it tends to overwhelm the scene if you're not
careful.
Here, it came out great :)
...Chambers
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Agustin Britait Molina wrote:
> //Hello my friends
> //I posted my first image in newsgroup...
> //Components: Two planes, some lights, and hundreds of boxs
>
Very very nice - I actually got vertigo looking down that tunnel...
--
Stefan
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"Agustin Britait Molina" <agu### [at] hotmailcom> wrote:
Great effect, the image would look even better with a bit of focal blur but
I guess with that many light sources and objects you would need all the
computers in the world to render it... How long did the render take?
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"s.day" <s.d### [at] uelacuk> wrote:
> "Agustin Britait Molina" <agu### [at] hotmailcom> wrote:
>
> Great effect, the image would look even better with a bit of focal blur but
> I guess with that many light sources and objects you would need all the
> computers in the world to render it... How long did the render take?
About one and half minute, few time... I haven't enought pacience to wait a
slow render (more than 5 minutes)
My computer is a AMD Athon 2000 with 384 RAM and w2000 SP4 server
I will try render with focal blur
----------------------------------------------------------------
Render Statistics
Image Resolution 800 x 600
Pixels: 480605 Samples: 480605 Smpls/Pxl: 1.00
Rays: 1298034 Saved: 0 Max Level: 5/5
Ray->Shape Intersection Tests Succeeded Percentage
Box 5213875 2836905 54.41
Plane 2595998 1303580 50.21
Bounding Box 67389996 21921815 32.53
Vista Buffer 27031790 16349486 60.48
Calls to Noise: 0 Calls to DNoise: 10
Reflected Rays: 17634
Radiosity samples calculated: 24149 (1.89 %)
Radiosity samples reused: 1255828
Smallest Alloc: 18 bytes
Largest Alloc: 75016 bytes
Peak memory used: 16025694 bytes
Total Scene Processing Times
Parse Time: 0 hours 0 minutes 2 seconds (2 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 0 hours 1 minutes 28 seconds (88 seconds)
Total Time: 0 hours 1 minutes 30 seconds (90 seconds)
CPU time used: kernel 0.48 seconds, user 86.86 seconds, total 87.34 seconds
Render averaged 5495.53 PPS over 480000 pixels
POV-Ray finished
----------------------------------------------------------------
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