POV-Ray : Newsgroups : povray.binaries.images : Metal HedgeHog final image : Re: Metal HedgeHog final image Server Time
4 Oct 2024 05:21:42 EDT (-0400)
  Re: Metal HedgeHog final image  
From: Steven Pigeon
Date: 15 Apr 1999 12:07:21
Message: <3715FFBA.3CFA696A@iro.umontreal.ca>
Bob Hughes wrote:

> Jokes on me I guess. Like the fool I am, I neglected to notice the
> script was presented as well. Only regular caustics used eh? And the
> metal is iridesence I see. How wrong can I get?
> <insert evil laugh here> Guess I get to do some pov script changes to
> the metallic beastie, now that it's out of your hands Steven...

You can do _whatever_ you want with it.Including, but not limited to, choking on it if
you want.

Best,

    S.

>
>
> Bob Hughes wrote:
> >
> > This makes for a good picture. I gave it a bit of thought about the blue
> > handle appearing to be reflection blurring but decided it must be the
> > area light instead. Trying to figure the texture on that metallic
> > beastie isn't easy, looks to be tempered steel-like but judging by the
> > reflection in the lamp base and it's blue shade and that monitor I'm
> > guessing it is solely due to reflection alone giving it the rainbow of
> > colors.
> > The mug (cup) appears to be lacking a base of thick glass. And (not thru
> > critiquing yet :) that darned top sheet of paper at the near edge is
> > goofing with the nice group of papers look as well.
> > I wouldn't have noticed the pen nib being same object as those others if
> > it weren't mentioned.
> > Question. Was 'jitter' used in the photon map of the cup? Oh, wait, I
> > forgot that the photon mapping wasn't made to work right with area
> > lights either so this is actually a point source caustic we see I guess.
> > Good going Steven. But if I see those little beady red eyes and dixie
> > cup of a snout on the beast again I may have to import it into a image
> > processing program then select and cut. Sorry, just my personal tastes
> > showing, please excuse me ;)
> >
> > Steven Pigeon wrote:
> > >
> > > took 1d19h33m12s to render on a p2 233mhz.
> > > A couple of new objects, including a bodum(tm?)
> > > coffee cup and a quill pen.
> > >
> > > Source included!
> > >
> > > Best,
> > >
> > >     S.
> > >
> > > --
> > > ----------------------------------------------------------
> > > Steven Pigeon                     Ph. D. Student.
> > > University of Montreal.
> > > pig### [at] iroumontrealca           Topics: data compression,
> > > pig### [at] jspumontrealca          signal processing,
> > > ste### [at] researchattcom           non stationnary signals
> > >                                   and wavelets.
> > > ----------------------------------------------------------
> > >          http://www.iro.umontreal.ca/~pigeon
> > >
> > >   ------------------------------------------------------------------------
> > >  [Image]
> > >
> > >   ------------------------------------------------------------------------
> > >
> > > #include "colors.inc"
> > > #include "metals.inc"
> > > #include "stones.inc"
> > > #include "glass.inc"
> > > #include "woods.inc"
> > >
> > > #declare K = 7;
> > > // no default radiosity
> > > //global_settings { ambient_light  Black  }
> > >
> > > //background { Blue }
> > >
> > > plane { y,0 texture { T_Wood1 } scale 4}
> > >
> > > plane { x, -30
> > >         texture
> > >          {
> > >           brick texture { pigment { Black } }  ,
> > >                 texture { T_Stone8 }
> > >           mortar 0.5
> > >           brick_size <1,1,2>*5
> > >          }
> > >       }
> > >
> > > plane { z, 30
> > >         texture
> > >          {
> > >           brick texture { pigment { Black } }  ,
> > >                 texture { T_Stone8 }
> > >           mortar 0.5
> > >           brick_size <2,1,1>*5
> > >          }
> > >       }
> > >
> > > //light_source { <20,10,-5> color White }
> > > //light_source { <-20,20,-5> color White }
> > >
> > > camera { location <20,10,-25> look_at <0,0,0> }
> > > //camera { location <20,10,-25>*0.4 look_at <0,2.5,0> }
> > >
> > > ////////////////////////////////////////////////
> > > #declare QuillPoint=
> > > difference
> > >  {
> > >
> > >   prism
> > >    {
> > >     linear_sweep
> > >     linear_spline
> > >     0,0.5
> > >     7,
> > >     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> > >
> > >     rotate <-90,0,0>
> > >
> > >    }
> > >
> > >   union
> > >    {
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
> > >    }
> > >
> > >   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> > >
> > >   sphere{ 0 0.2 translate <0,3,-0.5> }
> > >   box{ <-0.01,3,-1> <+0.01,6,+1> pigment { Black } }
> > >   scale <1,1.5,1>
> > >  }
> > >
> > > ////////////////////////////////////////////////
> > > #declare QuillTexture = texture { T_Silver_5A  finish { irid { 0.35 thickness .5
turbulence .5}} }
> > >
> > > ////////////////////////////////////////////////
> > > #declare Quill =
> > > union
> > >  {
> > >   // pointe
> > >   object
> > >   {
> > >    QuillPoint
> > >    texture { QuillTexture }
> > >   }
> > >
> > >   // Gugusse
> > >
> > >   cylinder { <0,-2,0> <0,2,0> 1.2 pigment { Black } finish { F_MetalA } }
> > >
> > >   #declare px = 1.6;
> > >   #declare c  = 0;
> > >
> > >   #while (c<9)
> > >    cylinder { <0,px-0.2,0> <0,px+0.02,0> 1.3 texture { T_Silver_5A } }
> > >    #declare px = px -0.4;
> > >    #declare c = c+1;
> > >   #end // while
> > >
> > >  cylinder { <0,-2,0> < 0,-20,0> 1.4 pigment { Black } finish { F_MetalA } }
> > > }
> > >
> > > ////////////////////////////////////////////////
> > >
> > > ////////////////////////////////////////////////
> > > #declare Scale=
> > > difference
> > >  {
> > >
> > >   prism
> > >    {
> > >     linear_sweep
> > >     linear_spline
> > >     0,0.5
> > >     7,
> > >     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> > >
> > >     rotate <-90,0,0>
> > >
> > >    }
> > >
> > >   union
> > >    {
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
> > >    }
> > >
> > >   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> > >
> > >  }
> > >
> > >
> > > ////////////////////////////////////////////////
> > > #declare Paw=
> > >  difference
> > >   {
> > >    union
> > >     {
> > >      sphere { 0, 1 }
> > >      sphere { 0 0.3 translate < sqrt(2),0, sqrt(2)>/2}
> > >      sphere { 0 0.3 translate <-sqrt(2),0, sqrt(2)>/2}
> > >      sphere { 0 0.3 translate < sqrt(2),0,-sqrt(2)>/2}
> > >      sphere { 0 0.3 translate <-sqrt(2),0,-sqrt(2)>/2}
> > >      sphere { 0 0.3 translate <0,0,-1> }
> > >     }
> > >    box{ <-2,-1,-2>, <2,0,2> }
> > >   }
> > >
> > > ////////////////////////////////////////////////////////////////
> > > // body
> > >
> > > //#declare HogTexture = texture { pigment { Green } }
> > > #declare HogTexture = texture { T_Silver_5E  finish { irid { 0.35 thickness .5
turbulence .5}} }
> > > #declare EyesTexture = texture { pigment { Red } }
> > >
> > > #declare rayon = 5;
> > >
> > > // pattes
> > > object { Paw translate <  sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> > > object { Paw translate < -sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> > > object { Paw translate <  sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> > > object { Paw translate < -sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> > >
> > > // body
> > > difference
> > >  {
> > >   sphere {0,rayon}
> > >   box { <-rayon-0.1,-rayon-0.1,-rayon-0.1> <rayon+0.1, 0.5,rayon+0.1> }
> > >   texture { HogTexture }
> > >  }
> > >
> > > // Face
> > > difference
> > >  {
> > >   cone { <0,2,-rayon+2> 2.9 <0,1,-rayon-3> 0 scale <1,0.75,1> }
> > >   box { <-1,0,-rayon-3> <1,3,-rayon-2+0.5> }
> > >   texture { HogTexture }
> > >  }
> > >
> > > // eyes
> > > sphere { 0, 0.3 texture { EyesTexture } translate <-0.75,2.25,-rayon-0.5> }
> > > sphere { 0, 0.3 texture { EyesTexture } translate <+0.75,2.25,-rayon-0.5> }
> > >
> > > ////////////////////////////////////////////////////////////////
> > > // scales
> > >
> > > #declare dapos = 15;
> > > #declare dzpos = 0.5;
> > > #declare c = 1;
> > > #declare zpos = -rayon +0.5;
> > >
> > > #while (zpos < rayon)
> > >
> > >  #if (c=1)
> > >   #declare apos = -90+7.5;
> > >   #declare lpos = +90-7.5;
> > >   #declare c=0;
> > >  #else
> > >   #declare apos = -75;
> > >   #declare lpos =  75;
> > >   #declare c=1;
> > >  #end
> > >
> > >  #while (apos<90)
> > >
> > >   object
> > >    {
> > >     Scale
> > >     scale 0.5
> > >     rotate <15,0,0> // tilt
> > >     translate <0, sqrt(pow(rayon,2)-pow(zpos,2)), zpos> // translate
> > >     rotate <0,0,apos> // rotate around main axis
> > >     translate <0,0.5,0>
> > >
> > >     texture { HogTexture }
> > >    }
> > >   #declare apos = apos+dapos;
> > >  #end // apos
> > >  #declare zpos = zpos + dzpos;
> > > #end // zpos
> > >
> > > ////////////////////////////////////////////////////////////////
> > > // autre cochonneries dans le decor
> > >
> > > object
> > >  {
> > >   #declare LampColor= White;
> > >   #declare LampGranularity=K;
> > >   #include "..\OtherIncludes\Table_lamp.inc"
> > >   scale 7
> > >   translate <-10,0,-12>
> > >  }
> > >
> > > object
> > >  {
> > >   Quill
> > >   scale 0.25
> > >   rotate <90,0,0>
> > >   rotate <0,0,34>
> > >   rotate <0,180+31,0>
> > >   translate <+5,0.25+0.1,-10> // +0.1= epaisseur de la stack de papier
> > >  }
> > >
> > > cylinder { <3.5,0,-12> <3.5,3,-12> 0.25*1.4  pigment { Black } finish { F_MetalA
} }
> > >
> > > object
> > >  {
> > >   #declare ComputerScreenDisplay =
"c:/user/testdata/images/screenshots/desktop7.tga"
> > >   #declare ComputerScreenRadiance = K;
> > >   #declare ComputerScreenAngle = 10;
> > >   #include "..\otherIncludes\ComputerScreen.inc"
> > >   scale 16
> > >   rotate <0,11,0>
> > >   //translate <1.5,0,-1>
> > >   translate <15,0,15>
> > >  }
> > >
> > >
> > > #include "..\otherIncludes\keyboard.inc"
> > >
> > > object
> > >  {
> > >   Keyboard
> > >   scale 12
> > >   scale <1,0.5,1>
> > >   rotate <0,-12,0>
> > >   translate <20,0,-15>
> > >  }
> > >
> > > // stack of paper
> > >
> > > // top of stack
> > > #declare c = 1;
> > > #declare r = seed(0);
> > > #while (c<10)
> > > polygon
> > >  {
> > >   4, <0,0>, <0,1>,<1,1>,<1,0>
> > >   scale <.483,.722,1>
> > >
> > >   scale 20
> > >
> > >   rotate <90,0,0>
> > >   rotate <0,(rand(r)-rand(r))*10,0>
> > >   translate <2+rand(r)-rand(r),0.01*c,-15-(rand(r)+rand(r))>
> > >   pigment { White }
> > >  }
> > >
> > >  #declare c=c+1;
> > > #end
> > >
> > > polygon
> > >  {
> > >   4, <0,0>, <0,1>,<1,1>,<1,0>
> > >   pigment
> > >    {
> > >     image_map { gif "c:\user\testdata\images\bilevel\hiero\am24.gif" interpolate
4}
> > >    }
> > >
> > >   scale <.483,.722,1>
> > >
> > >   scale 20
> > >
> > >   rotate <90,0,0>
> > >   rotate <0,-15,0>
> > >   translate <2,0.1,-15>
> > >
> > >  }
> > >
> > >
> > > ///////////////////////////////////////////////////////
> > >
> > > // bodum cup of coffee... kind of
> > >
> > > //#declare TextureAnse = pigment { Blue }
> > > #declare TextureAnse = texture {
> > >           pigment { color rgbft < 0,0,0.9, 0.99, 0.3 > }
> > >
> > >           finish
> > >             {
> > >              //roughness 0.05
> > >              specular 1
> > >              ambient 0
> > >              diffuse 0
> > >              refraction on // helps a lot!
> > >              ior 1.5
> > >              refraction 0.9
> > >              reflection 0.15
> > >              caustics 0.7
> > >             }
> > >          }
> > >
> > > #declare CoffeeTexture = texture {
> > >           pigment { color rgbft < 0.3,0.16,0.10, 1, 0.3 > } // reddish-brown
> > >
> > >           finish
> > >             {
> > >              //roughness 0.05
> > >              specular 0.1
> > >              ambient 0
> > >              diffuse 0
> > >              refraction on // helps a lot!
> > >              ior 1.5
> > >              refraction 0.9
> > >              reflection 0.15
> > >              caustics 0.5
> > >             }
> > >          }
> > >
> > > // cup
> > > union
> > >  {
> > >   merge // cup
> > >    {
> > >     lathe
> > >      {
> > >       linear_spline
> > >       //cubic_spline
> > >       8,
> > >       <0,0>,<4,0>,<4,5>,<4.2,5.9>,<4,6>,<3.9,5>,<3.9,0.1>,<0,0.1>
> > >      }
> > >     torus { 4.1 0.075 translate <0,5.95> }
> > >     texture { T_Glass3 } interior { I_Glass } finish { caustics 1.5 }
> > >    }
> > >  cylinder { <0,0.01,0> <0,3.2,0> 3.89 texture { CoffeeTexture}  } // coffee
> > >  cylinder { <0,4.5,0> <0,5,0> 4.01 open texture { T_Silver_5E } } // ring
> > >  box { <-0.5,4.5,-5> <+0.5,5,-4>  texture {T_Silver_5E} } // joint (?)
> > >  difference // poignee
> > >   {
> > >    superellipsoid { <0.25, 0.25> scale <0.2,1,1.5> texture { TextureAnse } } //
frosted blue
> > >    superellipsoid { <0.25, 0.25> scale <1,0.7,1.5*0.65> }
> > >    box { <-1,-1,-0.01> <+1,+1,+2> }
> > >    scale 2
> > >    translate <0,3,-4>
> > >   }
> > >  scale <0.5,1,0.5>
> > >  translate <2,0,-15>
> > > }
> >
> > --
> >  omniVERSE: beyond the universe
> >   http://members.aol.com/inversez/homepage.htm
> >  mailto:inv### [at] aolcom?Subject=PoV-News
>
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/homepage.htm
>  mailto:inv### [at] aolcom?Subject=PoV-News



--
----------------------------------------------------------
Steven Pigeon                     Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca           Topics: data compression,
pig### [at] jspumontrealca          signal processing,
ste### [at] researchattcom           non stationnary signals
                                  and wavelets.
----------------------------------------------------------
         http://www.iro.umontreal.ca/~pigeon


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