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> Thanks very much for you help it is appreciated. If you add ...
>
> ... to the density block, you'll see what I was attempting.
>
> I was inspired by an image someone posted here that used media filled
chess
> pieces for a "Hollographic" look.
>
> I want to try the same but have the media vaporise when the board gets
shut
> down. It could be a mighty cool animation.
Cool! You should use emitting media, too (try emission 0.1), that's probably
the best way to create a holographic effect.
- Slime
[ http://www.slimeland.com/ ]
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"Slime" <fak### [at] emailaddress> wrote:
> problem with using the object pattern in a density block. It doesn't seem to
> accept any LIST_ITEM_A/B values as "3.5.11.23 Object Pattern" in the
> documentation says it should, and if you don't specify anything then it says
> "missing pigment".
Yup, I had this exact same trouble some two weeks ago. I would say it's a
bug, at least compared to documentation.
Thanks for the pigment_pattern workaround!
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I've been messing with this since I read the first few posts, and I've run
into some snags.
The snag is a POV-Ray error: "Illegal texture or patch in clip, bound, or
object pattern."
I want to make a whispy ghost.
I modified the BlobMan includes to remove all materials, textures, and
pigments, since POV would complain if even a simple object in a density
statement had pigments. That done, POV still complained, and I cannot
figure out why.
Since I don't think any textures are left in all of my Blobman, what does
the word "patch" mean in the error statement?
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I dont know about your error, but is your man appearing or is the error
preventing you from seeing the object?
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> Since I don't think any textures are left in all of my Blobman, what does
> the word "patch" mean in the error statement?
Since the three things that the error is for all require an object to have a
well defined inside or outside, I imagine a patch in this case is any object
(such as a bicubic patch) which doesn't have an inside or outside, and is
just a surface. This could also include parametric objects or meshes.
- Slime
[ http://www.slimeland.com/ ]
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> I dont know about your error, but is your man appearing or is the error
> preventing you from seeing the object?
The error occurs before rendering starts.
While leaving a potential bug or misunderstanding without resolving it
isn't usually something I do, I've decided that I'm just going to make my
own approximation to a human, using merged sphered in Moray. If it's just
going to be a whispy ghost, it doesn't have to look very good when solid.
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> The error occurs before rendering starts.
> While leaving a potential bug or misunderstanding without resolving it
> isn't usually something I do, I've decided that I'm just going to make my
> own approximation to a human, using merged sphered in Moray. If it's just
> going to be a whispy ghost, it doesn't have to look very good when solid.
You might be hitting the same problem I had. Heres the code I used. Note
that the sphere is much bigger than the Knight object and this gives it room
to be turbulated. The Knight object was just a simple CSG object.
#declare myObject = object { Knight rotate <0,-45*2,0> };
sphere {
<0,0,0>,
10
scale <1,2,1>
texture { pigment { Clear } }
//texture { pigment { rgbt <1,0,0,1> } }
hollow
interior {
media {
emission rgb (White*.5) //.3
scattering {1, 3}
intervals 15 // default is 10
samples 1,10 // default is 1,1
method 3 // 3 was the default to be used
density {
pigment_pattern {object {myObject 0,
1}}
color_map {[0 rgb 0][1 rgb 1]}
warp {
turbulence <0,0,0>
}
}
}
}
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