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From: LanuHum
Subject: Re: dandelion
Date: 19 Oct 2014 02:50:01
Message: <web.54435ec029a2be8f7a3e03fe0@news.povray.org>
"s.day" <s.d### [at] uelacuk> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > Particle systems (Hair) for a dandelion :)
>
> Looks pretty good, maybe the hairs are a bit too straight but this probably
> wouldn't show up other than at high res/close up.

It is possible to adjust a bend, but for this purpose it is necessary to use
sphere_sweep that much more will increase time of a render

> Are you going to put the whole thing together and texture it, would be
> interesting to see the comparison. I expect yours will be much better for memory
> consumption.
>
> Sean

I haven't enough time to create a full scene.
Perhaps, I will make it later.
:)


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dandelion_sphere_sweep.jpg


 

From: Paolo Gibellini
Subject: Re: dandelion
Date: 20 Oct 2014 03:43:50
Message: <5444bd36@news.povray.org>
s.day wrote on 15/10/2014 22.02:
> and with the correct texture for the stalk..
>
>
Incredible!

Paolo


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From: Sean Day
Subject: Re: dandelion
Date: 20 Oct 2014 15:49:30
Message: <5445674a@news.povray.org>
Norbert Kern wrote:
> "s.day" <s.d### [at] uelacuk>
>
> if purely SDL,
> you were better than several commercial software like e.g. xfrog !
>
> In case of that, I bend my head for the one and only real Pov prophet, who will
> save us as all...
>
> Otherwise ... the source - please!
>
>
> Norbert
>
>
>
>
>

Hi Norbert,

Took me longer than I thought but the source file is now in p.b.sf I 
included a HDR probe that I made with megapov as an experiment years 
ago, it is not good but I did not want to upload someone else's probe. I 
would suggest downloading a decent external probe to try it out.

Also, the dandelion clock only looks bright with radiosity enabled 
(makes a big difference).

Sean


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From: Bald Eagle
Subject: Re: dandelion
Date: 23 Oct 2014 21:15:01
Message: <web.5449a73929a2be8f5e7df57c0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> On Fri, 17 Oct 2014 08:03:14 +0200, s.day <s.d### [at] uelacuk> wrote:

> For the texture I made a recursive texture macro. Maybe you could adapt
> it

I tried that out after I fixed a few things that kept it from running out of the
box, and this is what I got.  Maybe something got messed up with the copy-paste.


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Attachments:
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leaf.png


 

From: Thomas de Groot
Subject: Re: dandelion
Date: 24 Oct 2014 03:24:36
Message: <5449feb4$1@news.povray.org>
On 24-10-2014 3:11, Bald Eagle wrote:
> I tried that out after I fixed a few things that kept it from running out of the
> box, and this is what I got.  Maybe something got messed up with the copy-paste.
>

That is more than I did :-) My image is empty...

Thomas


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From: Nekar Xenos
Subject: Re: dandelion
Date: 26 Oct 2014 13:54:11
Message: <op.xocmn8zeufxv4h@xena.home>
On Fri, 24 Oct 2014 03:11:21 +0200, Bald Eagle  

<cre### [at] netscapenet> wrote:

Here's a scene with a leaf

// Begin code //////////////////////////////////////////////////////////
///
//----------------------------------------------------------------------
----
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//----------------------------------------------------------------------
----
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//----------------------------------------------------------------------
----
// camera  

------------------------------------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // fron
t  

view
                             location  <0.0 , 1.3 ,-3.0>
                             right     x*image_width/image_height
                             look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_1 = camera {/*ultra_wide_angle*/ angle 90   // diagona
l  

view
                             location  <2.0 , 2.5 ,-3.0>
                             right     x*image_width/image_height
                             look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_2 = camera {/*ultra_wide_angle*/ angle 90 // right sid
e  

view
                             location  <3.0 , 1.0 , 0.0>
                             right     x*image_width/image_height
                             look_at   <0.0 , 1.0 , 0.0>}
#declare Camera_3 = camera {/*ultra_wide_angle*/ angle 90        // to
p  

view
                             location  <0.0 , 3.0 ,-0.001>
                             right     x*image_width/image_height
                             look_at   <0.0 , 1.0 , 0.0>}
camera{Camera_0}
// sun  

---------------------------------------------------------------------
light_source{<-1500,2500,-2500> color White}
// sky  

---------------------------------------------------------------------
sky_sphere { pigment { gradient <0,1,0>
                        color_map { [0.00 rgb <1.0,1.0,1.0>]
                                    [0.30 rgb <0.0,0.1,1.0>]
                                    [0.70 rgb <0.0,0.1,1.0>]
                                    [1.00 rgb <1.0,1.0,1.0>]
                                  }
                        scale 2
                      } // end of pigment
            } //end of skysphere
// fog  

---------------------------------------------------------------------

// ground  

------------------------------------------------------------------
plane{ <0,1,0>, 0
        texture{ pigment{ color rgb <0.825,0.57,0.35>}
                 normal { bumps 0.75 scale 0.025  }
                 finish { phong 0.1 }
               } // end of texture
      } // end of plane
//----------------------------------------------------------------------
----
//---------------------------- objects in scene  

----------------------------
//----------------------------------------------------------------------
----
//object{Leaf()}

#ifndef(Rand)
     #declare Rand=seed(97531);
#end

#declare LeafHalf=
// 3D curved FINITE (no CSG) surface created from a mesh of triangles
bicubic_patch {
   type 0 // patch_type (0..1)
   // 0 = Bezier patch, just store the triangular vertices
   // 1 = Bezier patch, store all plane equations defined by
   //       the triangulation of the patch into sub patches
   //       (faster, uses more memory)
    flatness 0 // flatness value
   //       flatness_value = 0.0 to 1.0, with higher values
   //        giving flatter, less smooth results
   u_steps 4 // # of triangles to subdivide (1-5)
   v_steps 4 // # of triangles to subdivide (1-5)

   <0,0,0>      <0,.266,.054><-.15,.4,.6> (<-.15,.4,.6>+<.506,.3,.508>)/
2  

//<.151,.251,.415>
   <.119,.175,0> <.5,.2,.2><.4,.2,.318> <.506,.3,.508>
   <.288,.334,0> <.4,.3,.2><.8,.1,.05>  <.7,0,.067>

   (<.288,.234,0>+<.777,.1-.079,0>)/2
                 <.777,-.079,0><.8,-.167,0>    <.7,-.2,0> // <1,-.5,0>

   scale <.9,1,1.5>
  }

#declare LeafShape=


// rotate a 2-D outline of points around the Y axis to create a 3-D shap
e
// extrude a closed 2-D shape along an axis
prism {
   linear_sweep  // or conic_sweep for tapering to a point
   linear_spline // linear_spline | quadratic_spline | cubic_spline |  

bezier_spline
   -1,         // height 1
    1,         // height 2

   44, // number of points
  <0,0>,<.054,0>,
  <.65,.08>,<.6,.1>,
  <.63,.12>,<.6,.14>,<.64,.16>,<.61,.18>,
  <.65,.2>,<.62,.22>,<.66,.24>,<.61,.26>,
  <.65,.28>,<.6,.3>,<.62,.35>,
  <.57,.35>,<.59,.39>,<.55,.39>,
  <.55,.45> ,<.53,.43>,<.52,.52>, <.5,.45>,
  <.48,.51>,<.46,.49>,<.44,.54>,<.43,.51>,
  <.41,.56>,<.39,.54>,<.37,.58>,<.35,.56>,
  <.33,.6>,<.31,.58>,<.28,.63>,<.26,.61>,
  <.22,.65>,<.2,.63>,<.15,.68>,<.14,.65> ,
   <.12,.7>,<.09,.68>,<.06,.72>,<.04,.71> ,<0,.73> ,<0,0>

  //
  rotate y*90
  rotate x*180
  translate <-.11,0,>
  scale<1.01,1,1.3>
pigment {rgbft<1,0,1,.3,.3> }
finish{brilliance 4 specular .3}
}


#include "transforms.inc"

#declare Trans1=rand(Rand);
#declare Trans2=rand(Rand);

#macro FracPigm(Recursions,ColA,ColB)
      #local Count=0;

      #while (Count<Recursions)
       wood
       rotate Count*30
       triangle_wave     warp{turbulence <.1+.5*Trans1,0,.1+.5*Trans2>}
       scale .5 // warp{turbulence .5}
       pigment_map{[0 rgbt  

((ColA*(Recursions-Count))+(ColB*Count))/Recursions]
                   [.05

       #local Count=Count+1;
      #end

      rgbt ColB

      #while (Count>0)
       ]
       }
      #local Count=Count-1;
      #end


#end

#macro FracBump(Recursions,ColA,ColB)
      #local Count=0;

      #while (Count<Recursions)
       //gradient x  rotate y*30
       //gradient x rotate y*15
       wood
       rotate Count*30
       triangle_wave     warp{turbulence <.1+.5*Trans1,0,.1+.5*Trans2>}
       scale .5 // warp{turbulence .5}
       normal_map{[0 wood -(Recursions-Count)*.3]
                   [.2

       #local Count=Count+1;
      #end

      quilted .3  rotate <0,45,45> scale <.3,3,1>  warp{turbulence .1}

      #while (Count>0)
       ]
       }
      #local Count=Count-1;
      #end


#end

#macro FracTex(Recursions,ColA,ColB)
      #local Count=0;

      #while (Count<Recursions)
       //gradient x  rotate y*30
       //gradient x rotate y*15
       wood
       rotate Count*30
       triangle_wave     warp{turbulence <.1+.5*Trans1,0,.1+.5*Trans2>}
       scale .5 // warp{turbulence .5}
       texture_map{[0 pigment{ rgbt  

((ColA*(Recursions-Count))+(ColB*Count))/Recursions }
                     normal{wood  -(Recursions-Count)*.3 slope_map{[0  

<1,0>][1 <0,-1>]}}
                     finish {diffuse .5,0}
                    ]
                   [.1

       #local Count=Count+1;
      #end

      pigment{rgbt ColB }
      normal{quilted .3  rotate <0,45,45> scale <.3,3,1>  warp{turbulenc
e  

.1}}

      #if(version>3.6)
         finish {diffuse 1,.01 ambient .6 specular .5 metallic .5}
      #end

      #while (Count>0)
       ]
       }
      #local Count=Count-1;
      #end


#end

//#declare LeafTex1=
#macro LeafTex1()
texture {
           object{LeafShape
                                       texture{ pigment{rgbt 1} }
                                       texture{
                                               gradient z  rotate y
                                                texture_map{
                                                        [0 pigment{ colo
ur  

rgb <0.4,0.533,0.035>*.2}]
                                                        [.05  

FracTex(3,<0.4,0.533,0.035,0>*.2,<0.365,0.533,0.035,.5>*.08)
                                                        //rgb .5
                                                                        
 rotate  

<0,30,-60>
                                                                        
 scale  

<.6+.1*rand(Rand),.9,.5>*.9
                                                                        
 translate  

<.5,-.1,0>
                                                                        
 warp{turbulence  

.01+.01*Trans1}


                                                           ]
                                                            }
                                                  }


                                        }
                                 }

  #end

#declare Trans1=rand(Rand);
#declare Trans2=rand(Rand);

//#declare LeafTex2=
#macro LeafTex2()
  texture {
           object{LeafShape
                                       texture{ pigment{rgbt 1} }
                                       texture{
                                               gradient z  rotate y
                                                texture_map{
                                                        [0 pigment{ colo
ur  

rgb <0.4,0.533,0.035>*.5}]
                                                        [.05  

FracTex(3,<0.4,0.533,0.035,0>*.5,<0.365,0.533,0.035,.1>*.2)
                                                        //rgb .5
                                                                        
rotate  

<0,30,-60>
                                                                        
 scale  

<.4+.3*rand(Rand),.9,.5>*.9
                                                                        
 translate  

<.5,-.1,0>
                                                                        
 warp{turbulence  

.01+.01*Trans1}


                                                           ]
                                                            }
                                                  }


                                        }
                                 }

  #end


//#declare Leaf=
#macro Leaf()
         union{object{LeafHalf LeafTex1()}
             object{LeafHalf LeafTex2() scale <1,1,-1>}

             #if (rand(Rand)>.5)
                 scale <1,1,-1>
             #end
             }

#end
//object{Leaf()}
object{Leaf() rotate z*-60 rotate y*140 translate y}

//----------------------------------------------------------------------
---------------------------
// End code  

////////////////////////////////////////////////////////////////////////



-- 

-Nekar Xenos-


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Attachments:
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leaftest.png


 

From: Thomas de Groot
Subject: Re: dandelion
Date: 27 Oct 2014 04:43:26
Message: <544e05ae$1@news.povray.org>
Thanks a lot!

I need to delve into this to discover what makes it tick... :-)

Thomas


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From: Nekar Xenos
Subject: Re: dandelion
Date: 27 Oct 2014 14:01:24
Message: <op.xoehojwkufxv4h@xena.home>
On Mon, 27 Oct 2014 10:43:26 +0200, Thomas de Groot <tho### [at] degrootorg>  
wrote:

> Thanks a lot!
>
> I need to delve into this to discover what makes it tick... :-)
>
> Thomas
>

It's similar to graph paper with thinner lines for each subdivision,  
working only in halves, then skewed and turbulence added.

-- 
-Nekar Xenos-


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From: Sean Day
Subject: Re: dandelion
Date: 31 Oct 2014 20:08:40
Message: <54542488$1@news.povray.org>
Nekar Xenos wrote:
> On Fri, 24 Oct 2014 03:11:21 +0200, Bald Eagle
> <cre### [at] netscapenet> wrote:
>
> Here's a scene with a leaf
>

Thanks, it never ceases to amaze me what can be done with procedural 
textures. I will look into this when I have some more time to workout 
what you are doing.

Sean


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From: Nekar Xenos
Subject: Re: dandelion
Date: 5 Nov 2014 14:21:59
Message: <op.xou9eushufxv4h@xena.home>
On Sat, 01 Nov 2014 02:08:36 +0200, Sean Day <s.d### [at] uelacuk> wrote:

> Nekar Xenos wrote:
>> On Fri, 24 Oct 2014 03:11:21 +0200, Bald Eagle
>> <cre### [at] netscapenet> wrote:
>>
>> Here's a scene with a leaf
>>
>
> Thanks, it never ceases to amaze me what can be done with procedural  
> textures. I will look into this when I have some more time to workout  
> what you are doing.
>
> Sean
>
>

I recursively shrink and rotate the texture within itself to simulate the  
"veins" in the leaf.

-- 
-Nekar Xenos-


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