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> More math-related stuff.
Soddy circles! Take three touching circles and find a center circle that touches
all three primary ones on the /inside/; that's called the incircle (blue). Now
find one that touches all three on the /outside/. That's the circumcircle
(yellow). I didn't care about all this until I wanted to render an Apallonian
gasket...
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What you see here is screen-space ambient occlusion... in POV-Ray. Because other
types of ambient occlusion are too slow for complex, arbitrary geometry.
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Sorry to all you newsreader users; I'm replying to the OP.😊
Here's the result of my SSAO test: something kind of dusty. It hints at the
potential of using SSAO for POV scenes. If you were using inside tests this
would be _really_ slow to render, but since SSAO was performed on a depth pass,
it was pretty quick. But my SSAO algorithm might need some work...
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Alright, last image unless I forgot something. Here is a leaf, reconstructed
from a digitized skeleton leaf I found on the 'net. (You can make skeleton
leaves by soaking freshly plucked foliage in washing soda, or so I hear. I used
an image search.) A few versions of the skeleton leaf--blurred at different
levels and combined--will produce the bump map for this. (Better yet would be to
use something like Crazy Bump, which is easier. Oh well.)
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"jr" <cre### [at] gmailcom> wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
> > > grass
>
> this one "does it" for me.
>
>
> regards, jr.
Greetings, jr. Have we met? I've been around since POV-Ray first got radiosity
and spherical mapping... so, around the turn of the century ;)
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"Samuel B." <stb### [at] hotmailcom> wrote:
> > More math-related stuff.
>
> Soddy circles! Take three touching circles and find a center circle that touches
> all three primary ones on the /inside/; that's called the incircle
--> (yellow, inside).
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"Samuel B." <stb### [at] hotmailcom> wrote:
> Hello all,
>
>
> Yeah, so it's been a while. I stop in every once in a while to lurk and see what
> everyone's up to. Seems to have calmed down a bit 'round these parts, but it's
> nice to know the POV-Ray community still exists (not to mention its one binding
> factor).
>
> I haven't really been rendering much lately, but here are some things made
> between 2015-17. I hope to pick up some steam again so I don't, you know, die
> ~Sam
Yay! He's back :)
I was just wondering about what you've been up to the other day - if you'd gone
off to experiment with other graphics packages or something completely
different.
I miss your clever experiments and thought-provoking renders.
Glad to see you sharing a few of the images from the archives... :)
Merry Christmas, and Happy New Year
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From: Thomas de Groot
Subject: Re: Some older renderings from an old POVhead
Date: 30 Dec 2018 02:37:23
Message: <5c2875b3$1@news.povray.org>
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On 29-12-2018 23:16, Samuel B. wrote:
> Hello all,
>
>
> Yeah, so it's been a while. I stop in every once in a while to lurk and see what
> everyone's up to. Seems to have calmed down a bit 'round these parts, but it's
> nice to know the POV-Ray community still exists (not to mention its one binding
> factor).
>
Welcome back, Sam! We sorely miss you indeed, but happily, your examples
and code are regularly whipped through our poor attempts at world fame. :-)
I hope you will be staying with us for a little while?
In any case, a Happy and Inventive New Year to you (and all, of course)!
--
Thomas
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in news:web.5c27f8d1555f972248892b50@news.povray.org jr wrote:
> "Samuel B." <stb### [at] hotmailcom> wrote:
>> > grass
>
> this one "does it" for me.
>
>
> regards, jr.
>
>
For me too, the frog eye perspective the foacl blur. Works nicely.
ingo
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"Samuel B." <stb### [at] hotmailcom> wrote:
> Sorry to all you newsreader users; I'm replying to the OP.😊
>
> Here's the result of my SSAO test: something kind of dusty. It hints at the
> potential of using SSAO for POV scenes. If you were using inside tests this
> would be _really_ slow to render, but since SSAO was performed on a depth pass,
> it was pretty quick. But my SSAO algorithm might need some work...
Hi Samuel,
did you use a similar code as Rune's Illusion code?
Here is a (dark) example of seperating ambient occlusion step and final render.
Norbert
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