POV-Ray : Newsgroups : povray.general : Lens Flares? Server Time
7 Aug 2024 09:21:58 EDT (-0400)
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From: Ken
Subject: Re: Lens Flares?
Date: 7 Nov 2001 09:17:17
Message: <3BE9428F.BAE0967E@pacbell.net>
Ron Parker wrote:
> 
> On Wed, 07 Nov 2001 09:41:54 +0200, Peter Popov wrote:
> > On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbellnet> wrote:
> >
> >>I seem to recall that Dan Farmer was playing around with this idea like
> >>5-6 years ago :)
> >
> > Nah, it can't be done without photons so it can't be that long ago.
> > However, I think Ron made something like that.
> 
> Not that I remember.
> 
> But it really doesn't require photons, so it's possible Dan was playing
> with it that long ago.

Not just possible, it happened. I have personally rendered the file
he created.

-- 
Ken Tyler


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From:
Subject: Re: Lens Flares?
Date: 7 Nov 2001 09:32:11
Message: <j0hiutonj70dak3rv8ffd2u8eh3pg7va3q@4ax.com>
On Tue, 6 Nov 2001 19:32:27 -0500, "Mahalis" <don### [at] fakeycom> wrote:

> //Mahalis
> camera{....

it is not connected with the thread but I observe your signature and I wait for
Warp's reaction to your wasted space. But there is no reaction. So, allow me to
reduce your signature a little :-)

#macro c()union{cylinder{x+y/2x.1}difference{torus{.5,.1rotate 90*x}box{x+z/5
,-.2-(x+y)/2}translate(1-z)/2}#end merge{c()}c()scale<-1,1,1>}cylinder{y/2,0,
.1}pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb 1][.1rgb<1,
.25,1>][.25rgbf 1]}}finish{ambient 1}}camera{location-2*z+y/4look_at y/2}

that's probably not everything I can do but perhaps now Warp could start :-)

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


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From: Warp
Subject: Re: Lens Flares?
Date: 7 Nov 2001 10:22:09
Message: <3be951a1@news.povray.org>

: #macro c()union{cylinder{x+y/2x.1}difference{torus{.5,.1rotate 90*x}box{x+z/5
: ,-.2-(x+y)/2}translate(1-z)/2}#end merge{c()}c()scale<-1,1,1>}cylinder{y/2,0,
: .1}pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb 1][.1rgb<1,
: .25,1>][.25rgbf 1]}}finish{ambient 1}}camera{location-2*z+y/4look_at y/2}

  Well, I think I can beat that:

#macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x translate
x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)
translate z*2pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb
1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}

  Ok, the texture is not identical to the original, but I don't think it
matters that much.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Ken
Subject: Re: Lens Flares?
Date: 7 Nov 2001 10:38:44
Message: <3BE955A6.4C3ED542@pacbell.net>
Warp wrote:

> #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x translate
> x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)
> translate z*2pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb
> 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}

Everybody around here whines about how important it is to use proper
indenting yet look at that mess! When I do it people critisie me. When
you guys do it in your sigs it is all of a sudden ok. Talk about double
standards!

-- 
Ken Tyler :)


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From: Ron Parker
Subject: Re: Lens Flares?
Date: 7 Nov 2001 11:11:51
Message: <slrn9uina8.gj7.ron.parker@fwi.com>
On 7 Nov 2001 10:22:09 -0500, Warp wrote:

>: #macro c()union{cylinder{x+y/2x.1}difference{torus{.5,.1rotate 90*x}box{x+z/5
>: ,-.2-(x+y)/2}translate(1-z)/2}#end merge{c()}c()scale<-1,1,1>}cylinder{y/2,0,
>: .1}pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb 1][.1rgb<1,
>: .25,1>][.25rgbf 1]}}finish{ambient 1}}camera{location-2*z+y/4look_at y/2}
> 
>   Well, I think I can beat that:
> 
> #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x translate
> x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)
> translate z*2pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb
> 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}


#macro c(X)torus{.5.1clipped_by{plane{z,0}}rotate x*90translate x*X}#end#macro C
(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)translate z*2pigment{
crackle scale.5turbulence.75rotate 90color_map{[.05rgb 1][.1rgb 1-.75*y][.25rgbf
1]}}finish{ambient 1}}

and depending on just how unimportant the exact texture is, the rotate 90 could
be changed to rotate 9 or removed altogether (and the translate z*2 could be 
moved to the end, which would also change the texture.)

-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 7 Nov 2001 11:24:36
Message: <3be96044$1@news.povray.org>
See the post in p.b.i

-tgq


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From: Bill DeWitt
Subject: Re: Lens Flares?
Date: 7 Nov 2001 11:34:11
Message: <3be96283$1@news.povray.org>
"Ken" <tyl### [at] pacbellnet> wrote in message
news:3BE955A6.4C3ED542@pacbell.net...
>
>
> Warp wrote:
>
> > #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x
translate
> > x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end
merge{c(.5)c(-.5)C(x)C(-x)C(0)
> > translate z*2pigment{crackle scale.5rotate
90turbulence.75color_map{[.05rgb
> > 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}
>
> Everybody around here whines about how important it is to use proper
> indenting yet look at that mess! When I do it people critisie me. When
> you guys do it in your sigs it is all of a sudden ok. Talk about double
> standards!

    I agree.

//// New, improved and FAIR code follows ////

 #macro c (X)
    torus {
           0.5, 0.1
              clipped_by {
                          box {
                               <  0.7, 0.2 >,
                               < -0.7,-0.2, 0.7 >
                              }
                         }
              rotate-90*x
              translate x*X
          }
 #end

 #macro C (A)
    cylinder{
             A, A-y*0.5, 0.1
            }
 #end

 merge{
       c(0.5)
       c(-0.5)
       C(x)
       C(-x)
       C(0)
       translate z*2
       pigment{
               crackle
               scale 0.5
               rotate 90
               turbulence 0.75
               color_map {
                          [ 0.05 rgb 1 ]
                          [ 0.10 rgb < 1.0, 0.25, 1.0 > ]
                          [ 0.25 rgbf 1 ]
                         }
              }
              finish {
                      ambient 1
                     }
      }


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From:
Subject: Re: Lens Flares?
Date: 7 Nov 2001 11:35:01
Message: <igoiutsfrfcorap2sal2eklrg66r8urg2j@4ax.com>
On Wed, 07 Nov 2001 07:39:18 -0800, Ken <tyl### [at] pacbellnet> wrote:
> Everybody around here whines about how important it is to use proper
> indenting yet look at that mess! When I do it people critisie me. When
> you guys do it in your sigs it is all of a sudden ok. Talk about double
> standards!

Perhaps your scripts should create more signaturing results. For example try
this:

#warning#macro P(S)#local T=val(substr(S,1,7));#local B=substr(S,8,strlen(S)-7)
#local O=M(T)#if(strlen(B)>0)#local O=concat(O,P(B))#end O#end#macro M(V)#local
S=chr(mod(V,123))#local F=div(V,123);#if(F>0)#local S=concat(S,M(F));#end S#end
P("167668818409731737237048969510822381537545154019204883010625882")

--
ABX :-)


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From: Timothy R  Cook
Subject: Re: Lens Flares?
Date: 7 Nov 2001 12:15:42
Message: <3BE96B97.595EEF1C@scifi-fantasy.com>
Warp wrote:
> > The task: cause a lens flare in a rendering without using a
> > plug-in, and without using objects to simulate the parts of
> > the flare.
>   Why?

Same reason you (might) render Schroedinger's cat even though
the box is closed: more complete simulation of reality! ;)
-- 
Tim Cook
http://empyrean.scifi-fantasy.com

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: Trevor Quayle
Subject: Re: Lens Flares?
Date: 7 Nov 2001 12:24:02
Message: <3be96e32$1@news.povray.org>
"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3BE96B97.595EEF1C@scifi-fantasy.com...
> Warp wrote:
> > > The task: cause a lens flare in a rendering without using a
> > > plug-in, and without using objects to simulate the parts of
> > > the flare.
> >   Why?
>
> Same reason you (might) render Schroedinger's cat even though
> the box is closed: more complete simulation of reality! ;)
> --


It is my goal in life to create a simulation of reality that is
indistinguishable from reality, we can insert the simulated reality and
noone would be the wiser because it would be *exactly* the same... or
perhaps I already have ;)

-tgq


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