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"Simon J. Cambridge" <nomail@nomail> wrote:
> Hi folks,
>
> I have just revamped my website (all images made in POV-ray of course) and added
> a new section for the large stuff.
>
> Here is the link to the new section:
>
> http://www.landofthefirst.com/prophecy/prophecy.html
>
> I have reworked some of the previous images posted ('Rising from the ashes', 'a
> touch of the beksinski's' and 'the reds are coming') and added ten more. What I
> would really like to know is what you folks think?
>
> Many thanks in advance,
>
> Simon.
>
> http://www.landofthefirst.com/
Oops, I meant to post an image as well!
Post a reply to this message
Attachments:
Download 'dance.jpg' (646 KB)
Preview of image 'dance.jpg'
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"LanuHum" <Lan### [at] yandexru> wrote:
> "LanuHum" <Lan### [at] yandexru> wrote:
> > "Simon J. Cambridge" <nomail@nomail> wrote:
> >
> > >
> > > What I would really like to know is what you folks think?
> > >
> >
> > I liked this
> > http://www.landofthefirst.com/ell/lore/images/water.jpg
>
> Very beautiful
> http://www.landofthefirst.com/prophecy/images/theeye.jpg
> function ridged and warp spherical???
Thank you, LanuHum.
'Water' took a fair amount of time to get right (or to get it to a point where I
liked it). It's interesting that this scene uses radiosity, (gamma 2.2 as well,
I think) and that a number of others I have done don't. I am still investigating
the why's and the wherefore's (as to when to use and when not to).
'TheEye' might surprise you. It's an inverted 'witch_of_agnesi' modified with
granite. Here is the code: (alas the eye itself is a mesh! I used aoi for the
skin and radial for the iris.)
########
#version 3.7;
#include "functions.inc"
#declare AreaOK=0;
#declare sun=2;
global_settings { assumed_gamma 1.0 }
#declare cpos=<0, 100, 0>;
camera {
location cpos
right x*image_width/image_height
look_at <0, 0, 0>
angle 40
}
light_source {
cpos
color rgb 0.1
shadowless
}
sky_sphere { pigment { rgb 0 } }
#declare Pig01=
pigment {
granite
turbulence 0.14
color_map {
[0.0 color rgb 0.0]
[0.5 color rgb 0.2]
[1.0 color rgb 0.5]
}
scale <1, 0.1, 1>
}
#declare Pig02=
pigment {
granite
turbulence 0.21
color_map {
[0.0 color rgb 0.0]
[0.5 color rgb 0.2]
[1.0 color rgb 0.5]
}
scale <1, 0.1, 1>
}
#declare fnPig01 = function { pigment { Pig01 translate 1000 } }
#declare fnPig02 = function { pigment { Pig02 translate 2000 } }
#declare fct=0.3;
#declare F1 = function {-f_witch_of_agnesi(x,y,z, 0.5, 0.09) -
(fnPig01(x,0,z).gray*fct*fnPig02(x,0,z).gray)}
#declare T_Upper=
texture {
pigment
{
rgb <0.98, 0.26, 0.16>
}
finish {
diffuse 0.7
specular 0.1
}
}
#declare T_Lower=
texture {
pigment
{
rgb 0
}
finish {
ambient 0
diffuse 0
}
}
#declare Terrain=
isosurface {
function {
F1(x, y, z)
}
open
max_gradient 7
contained_by{box{<-20, 0, -20>, <20, 2, 20>}}
texture {
gradient y
scale 2
texture_map
{
[0.00 T_Upper]
[0.45 T_Lower]
}
}
scale <500, 1000, 500>*1.4
rotate <180, 0, 0>
}
light_group
{
object { Terrain }
light_source {
<0, 200000, 0>
color rgb <0.9, 0.8, 0.7>*sun
#if (AreaOK=1)
area_light 4000*x 4000*y 4, 4
jitter
orient
circular
#end
}
global_lights on
}
#######
As you can see I stripped the code back to the bare minmum. (And the eye itself
has its own light group.)
Cheers,
Simon.
Post a reply to this message
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"Kenneth" <kdw### [at] gmailcom> wrote:
> "Simon J. Cambridge" <nomail@nomail> wrote:
>
> >
> > Oops, I meant to post an image as well!
>
> I like the look of the grass, and especially the trees and their textures. Well
> done.
Thank you, Kenneth.
The grass is from a modified macro from Gilles Tran (makeblade) and the trees
were created in Arbaro after rather a lot of fiddling.
Cheers,
Simon.
Post a reply to this message
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