|
|
That is one hairy cat. Really good.
Can you do curly hair with this new macro? A mate of mine had a
white cat with thick curly hair, his name was Shankly even though
they were Everton supporters.
Cheers
Steve
PS: I'm going to wait until Haloween and make this my wallpaper.
Nieminen Mika wrote:
>
> This is a test image I made with the new PCM Hair macro by Chris Colefax.
> Looks quite promising.
>
> (Someone asked for a black cat; what do you think about this?)
>
> [Image]
>
> This is a picture of the cat model without fur (and with a whiter skin)
> (for comparison)
>
> [Image]
>
> The source code of the image:
>
> #include "colors.inc"
> #include "textures.inc"
>
> camera { location <400,200,200> look_at 0 angle 35 }
> light_source { <0,40,400> x*.5 }
> light_source { <200,-100,0> x*.5 }
> light_source { <200,600,-200> 1 }
>
> #include "pcmhair.mcr"
> #declare hair_length = 5;
> #declare hair_thickness = 1;
> #declare hair_rotation = z*75*1.5;
> #declare hair_sky = y;
> #declare hairs_per_patch = 20;
> #declare hair_patch_size = 12;
> #declare hair_rotate_to_surface = true;
> #declare hair_objects_per_unit = .08;
> #declare hair_radius=150;
> #declare hair_thickness_curvature=1;
> #declare hair_texture=texture { pigment { rgb .1 } finish { specular .3 roughness .2
} }
> triangle_patch_hairs_object ()
>
> union
> { object { read_mesh("cat.pcm") pigment { rgb .1 } }
> sphere { 0,5 scale <1,1,.7> translate <-35,48,55> }
> sphere { 0,5 scale <1,1,.7> translate <-35,29,58> }
> pigment { rgb 0 } finish { specular .8 roughness .03 }
> rotate <-90,120,0>
> }
>
> blob
> { threshold .1
> sphere { <-50,0,-50>,100,.5 }
> sphere { <50,0,-50>,100,.5 }
> sphere { <50,0,50>,100,.5 }
> sphere { <-50,0,50>,100,.5 }
> pigment { rgb x }
> normal { bumps .1 scale 30 }
> finish { specular .1 roughness .1 crand .04 }
> scale <1,.5,1>
> translate -y*130
> }
>
> plane { y,-150 pigment { DMFWood1 scale 20 rotate y*-90 } }
> plane { x,-120*2 pigment { DMFWood4 scale 20 rotate x*90 } }
> box { <-120*2,-150,-10000><-120*2,-110,10000> pigment { DMFWood1 scale 20 } }
>
> -------------------------------------
>
> Statistics of the image:
>
> Preset INI file is 'E:\PROGRAM FILES\POV-RAY FOR WINDOWS
V3.1\RENDERER\QUICKRES.INI', section is '[640x480, No AA]'.
> Preset source file is 'C:\My Documents\cat.pov'.
> Rendering using command line '.1'.
> Persistence of Vision(tm) Ray Tracer Version 3.1e.msvc
> This is an official version prepared by the POV-Ray Team(tm). See the
> documentation on how to contact the authors or post a message on
> CompuServe's GO POVRAY Forum. Also visit http://www.povray.org/.
> Copyright 1999 POV-Ray Team(tm)
> This Windows version by Christopher J. Cason
> Parsing Options
> Input file: C:\My Documents\cat.pov (compatible to version 3.1)
> Remove bounds........On Split unions........Off
> Library paths: e:\Program Files\POV-Ray for Windows v3.1\INCLUDE
> Output Options
> Image resolution 640 by 480 (rows 1 to 480, columns 1 to 640).
> Output file: cat.tga, 24 bpp RLE Targa, 50 KByte buffer
> Graphic display......On (type: 0, palette: 3, gamma: 2.2)
> Mosaic preview......Off
> Continued trace.....Off Allow interruption..Off Pause when done.....Off
> Verbose messages.....On
> Tracing Options
> Quality: 9
> Bounding boxes.......On Bounding threshold: 3
> Light Buffer.........On Vista Buffer.........On Draw Vista Buffer...Off
> Antialiasing.........On (Method 1, Threshold 0.100, Depth 3, Jitter 1.00)
> Radiosity...........Off
> Animation Options
> Clock value.... 0.000 (Animation off)
> Redirecting Options
> All Streams to console..........On
> Debug Stream to console.........On
> Fatal Stream to console.........On
> Render Stream to console........On
> Statistics Stream to console....On
> Warning Stream to console.......On
>
> Scene contains 6080 frame level objects; 2 infinite.
>
> C:\My Documents\cat.pov Statistics, Resolution 640 x 480
> ----------------------------------------------------------------------------
> Pixels: 307840 Samples: 2010152 Smpls/Pxl: 6.53
> Rays: 2010152 Saved: 0 Max Level: 1/5
> ----------------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
> Blob 2279287 882165 38.70
> Blob Component 2716095 2589872 95.35
> Blob Bound 9117148 2716095 29.79
> Box 198671 198671 100.00
> Mesh 76533812 2716311 3.55
> Plane 12048152 4959129 41.16
> Sphere 38587 6159 15.96
> Triangle 2560061 601681 23.50
> Bounding Box 442314541 187397797 42.37
> Light Buffer 306921504 162497346 52.94
> Vista Buffer 179620976 136332090 75.90
> ----------------------------------------------------------------------------
> Roots tested: 1292661 eliminated: 50915
> Calls to Noise: 0 Calls to DNoise: 4564707
> ----------------------------------------------------------------------------
> Shadow Ray Tests: 9429161 Succeeded: 1935921
> ----------------------------------------------------------------------------
> Smallest Alloc: 25 bytes Largest: 51224
> Peak memory used: 6172936 bytes
> ----------------------------------------------------------------------------
> Time For Parse: 0 hours 0 minutes 14.0 seconds (14 seconds)
> Time For Trace: 0 hours 13 minutes 0.0 seconds (780 seconds)
> Total Time: 0 hours 13 minutes 14.0 seconds (794 seconds)
>
> Returned from renderer
> POV-Ray finished
>
> My computer is a PentiumII 350MHz with 64M of memory.
>
> --
> main(i,_){for(_?--i,main(i,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
|
|