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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "ingo" <nomail@nomail> wrote:
> Hey - this is a really good one.
> It looks like a white blood cell from Asimov's _Fantastic Voyage_!
>
> Could you share how you achieved this result?
In the scene file in the first post use
sphere{0,1,-0.8 scale <1,0.00021,1> Point_At_Trans(Normal) translate
Normal*Distance*1.2}
inside the blob loop
and this for the lighting:
light_source{< -300, 3000, 0> rgb <0.3,0.35,0.2>}
light_source{< 3000, 300,-500> rgb .5}
light_source{< 700, 300,-500> rgb <0.4,0.2,0.0>}
light_source{< -300,-3000, 0> rgb <0.2,0.2,0.6>}
There is no control over the modelling, it is an intersection of many blob and
the blobs are scaled "thin". It would not surprise me if the result is also OS
dependent.
Here's an other one, from the same scene file settings: N24SY0.0001
ingo
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Attachments:
Download 'n24sy0.0001.png' (256 KB)
Preview of image 'n24sy0.0001.png'
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yesbird <sya### [at] gmailcom> wrote:
> On 08/05/2024 08:02, ingo wrote:
> > yesbird <sya### [at] gmailcom> wrote:
> >> I like it - inspired by Malevich ?
> > ...
> > Haha, no, more a "Bob Ross Happy Accident".
>
> It looks like we are on the way to the modern art gallery.
Go sell NFT's :)
ingo
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On 5/8/24 01:02, ingo wrote:
> Haha, no, more a "Bob Ross Happy Accident". Just going beyond sensible with
> scaling of blobs and I guess then you run into numerical problems.
I've been playing too with your scene. :-)
Bill P.
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Attachments:
Download 'ingo_blobnumeric.jpg' (74 KB)
Preview of image 'ingo_blobnumeric.jpg'
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On 08/05/2024 16:17, William F Pokorny wrote:
> I've been playing too with your scene. :-)
Could you please share a code of this 'moss and grass' ?
--
YB.
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William F Pokorny <ano### [at] anonymousorg> wrote:
> I've been playing too with your scene. :-)
A Tribble :)
ingo
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Le 2024-05-08 à 08:43, ingo a écrit :
> "Bald Eagle" <cre### [at] netscapenet> wrote:
>> "ingo" <nomail@nomail> wrote:
>
>> Hey - this is a really good one.
>> It looks like a white blood cell from Asimov's _Fantastic Voyage_!
>>
>> Could you share how you achieved this result?
>
> In the scene file in the first post use
>
> sphere{0,1,-0.8 scale <1,0.00021,1> Point_At_Trans(Normal) translate
> Normal*Distance*1.2}
>
> inside the blob loop
>
> and this for the lighting:
>
> light_source{< -300, 3000, 0> rgb <0.3,0.35,0.2>}
> light_source{< 3000, 300,-500> rgb .5}
> light_source{< 700, 300,-500> rgb <0.4,0.2,0.0>}
> light_source{< -300,-3000, 0> rgb <0.2,0.2,0.6>}
>
> There is no control over the modelling, it is an intersection of many blob and
> the blobs are scaled "thin". It would not surprise me if the result is also OS
> dependent.
>
> Here's an other one, from the same scene file settings: N24SY0.0001
>
> ingo
>
>
My rendering result in a Voronoy faceted sphere.
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Le 2024-05-08 à 00:57, ingo a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>> Le 2024-05-07 à 02:35, ingo a écrit :
>
>>> //sphere{0,1,-0.8 scale <1,0.0000001,1> Point_At_Trans(Normal) translate
>>> Normal*Distance*1.2}
>>> #end
>>> pigment{rgb 1}
>>> }
>
>
>> My render don't look even remotely like your image, and I didn't change
>> anything.
>
> Alain,
>
> did you render with the last sphere option?
>
> ingo
>
>
>
I rendered without any change, using the commented line :
sphere{0,1,-0.8 scale <1,0.01,1> Point_At_Trans(Normal) translate
Normal*Distance*1.2}
Will try with the other options.
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Le 2024-05-08 à 00:57, ingo a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>> Le 2024-05-07 à 02:35, ingo a écrit :
>
>>> //sphere{0,1,-0.8 scale <1,0.0000001,1> Point_At_Trans(Normal) translate
>>> Normal*Distance*1.2}
>>> #end
>>> pigment{rgb 1}
>>> }
>
>
>> My render don't look even remotely like your image, and I didn't change
>> anything.
>
> Alain,
>
> did you render with the last sphere option?
>
> ingo
>
>
>
Added #switch(frame_number), a few #case(n)...#break and rendered with +kff7
First one : Rounded faceted sphere
Second : Sharp faceted sphere
Third : Pockmarked sphere
Fourth and following : It get fuzzy.
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On 5/8/24 09:26, yesbird wrote:
> Could you please share a code of this 'moss and grass' ?
Attached is something like what I used - it produces the bottom part of
the attached image... The coloring comes from Ingo's light colors.
I don't have the original scene anymore as I was playing with this and
that. Plus, I was using my yuqk fork for which the "numerical issues"
are a little different the official releases of POV-Ray. This shown in
the top row of the attached image where on the left is Ingo's original
at 1e-3 and the same rendered with the yuqk fork on the right(*)
The biggest changes for the fuzzier results was not using the larger
positive sphere and changing the negative squashed spheres into positive
components.
Bill P.
(*) - Part of what is happening in the original posted scene is that as
we scale down in y, except for the edges, the negative components start
to cleave off little round bits of the larger sphere rather than blunt
it in a faceted way. The yuqk fork shows this a little better, because
it's numerical accuracy with blobs is a little better.
Post a reply to this message
Attachments:
Download 'ingo_blobnumeric_3.jpg' (69 KB)
Download 'ingo_blobnumeric_3.pov.txt' (2 KB)
Preview of image 'ingo_blobnumeric_3.jpg'
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On 08/05/2024 18:31, William F Pokorny wrote:
> Attached is something like what I used - it produces the bottom part of
> the attached image... The coloring comes from Ingo's light colors.
Thanks for sharing scene and detailed comments, right 'out of the box'
it looks completely different (attached), but I will try to tune it up.
Now I'm thinking about adding it and similar abstract scenes
to https://povlab.online in separate section - 'artifacts' :)
--
YB.
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Attachments:
Download 'ingo_blobnumeric_3.png' (130 KB)
Preview of image 'ingo_blobnumeric_3.png'
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