POV-Ray : Newsgroups : povray.binaries.images : Some older renderings from an old POVhead Server Time
28 Mar 2024 13:55:34 EDT (-0400)
  Some older renderings from an old POVhead (Message 11 to 20 of 34)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 18:00:00
Message: <web.5c27fc0f555f9722102e48c00@news.povray.org>
> 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...


Post a reply to this message


Attachments:
Download 'soddy circles.png' (27 KB)

Preview of image 'soddy circles.png'
soddy circles.png


 

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 18:05:00
Message: <web.5c27fcc4555f9722102e48c00@news.povray.org>
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.


Post a reply to this message


Attachments:
Download 'ssao-test-b-ssao.jpg' (65 KB)

Preview of image 'ssao-test-b-ssao.jpg'
ssao-test-b-ssao.jpg


 

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 18:10:00
Message: <web.5c27fdb6555f9722102e48c00@news.povray.org>
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...


Post a reply to this message


Attachments:
Download 'ssao-test-b.jpg' (71 KB)

Preview of image 'ssao-test-b.jpg'
ssao-test-b.jpg


 

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 18:15:01
Message: <web.5c27ff75555f9722102e48c00@news.povray.org>
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.)


Post a reply to this message


Attachments:
Download 'skeletonleafbump.jpg' (199 KB)

Preview of image 'skeletonleafbump.jpg'
skeletonleafbump.jpg


 

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 18:30:01
Message: <web.5c2802ba555f9722102e48c00@news.povray.org>
"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 ;)


Post a reply to this message

From: Samuel B 
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 18:50:01
Message: <web.5c2807e4555f9722102e48c00@news.povray.org>
"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).


Post a reply to this message

From: Bald Eagle
Subject: Re: Some older renderings from an old POVhead
Date: 29 Dec 2018 19:25:00
Message: <web.5c280f6a555f9722765e06870@news.povray.org>
"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


Post a reply to this message

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>
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


Post a reply to this message

From: ingo
Subject: Re: Some older renderings from an old POVhead
Date: 30 Dec 2018 03:23:06
Message: <XnsA9C85F798322Bseed7@news.povray.org>
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


Post a reply to this message

From: Norbert Kern
Subject: Re: Some older renderings from an old POVhead
Date: 30 Dec 2018 06:50:01
Message: <web.5c28afdb555f97221fbfafc10@news.povray.org>
"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


Post a reply to this message


Attachments:
Download 'ex4_prox_neuc.jpg' (715 KB)

Preview of image 'ex4_prox_neuc.jpg'
ex4_prox_neuc.jpg


 

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.