POV-Ray : Newsgroups : povray.binaries.images : brain_attack.jpg : Re: brain_attack.jpg Server Time
27 Jul 2024 12:26:11 EDT (-0400)
  Re: brain_attack.jpg  
From: Alain Martel
Date: 9 Aug 2023 10:23:13
Message: <64d3a151$1@news.povray.org>
Le 2023-08-08 à 17:28, Samuel B. a écrit :
> "Mike Miller" <mil### [at] gmailcom> wrote:
>> "Bald Eagle" <cre### [at] netscapenet> wrote:
>>> "Mike Miller" <mil### [at] gmailcom> wrote:
>>>> Brain Attack pulp style cover using brain bots, pipes and tanks. [...]
>>>
>>> Pretty cool PS post-render effects.
>>>
>>> I'm wondering what can be done in that respect directly in POV-Ray, [...]
>>
>> Not sure how to get the edge and cel-shade look directly from POV.
> 
> One idea for the outlines is to build a new object out of several copies, like
> so (I attached an image of the result):
> 
> #declare Obj =
>   union{
>    #local W = .3;
>    #local Obj_ =
>     merge{
>      cylinder{-x, x, W}
>      sphere{-x, W}
>      sphere{x, W}
>     }
>    object{Obj_}
>    object{Obj_ rotate y*90}
>    object{Obj_ rotate z*90}
>   }
> 
> // object without outlines
> object{
>   Obj
>   pigment{rgb .7}
> }
> 
> // outlines
> merge{
>   // change these two things
>   #local NPts = 8;
>   #local LineThickness = 0.03;
> 
>   // golden spiral points on sphere
>   #local Inc = pi * (3 - sqrt(5));
>   #local Off = 2 / NPts;
>   #local Seed = seed(1001);
>   #for(K, 0, NPts-1)
>    #local Y = K * Off - 1 + (Off / 2);
>    #local R = sqrt(1 - Y*Y);
>    #local Phi = K * Inc;
>    object{
>     Obj
>     translate LineThickness*<cos(Phi)*R, Y, sin(Phi)*R>
>    }
>   #end
>   texture{pigment{rgbt 1}}
>   interior_texture{pigment{rgb 0}}
>   interior{ior 1.0001}
>   no_shadow
>   no_reflection
> }
> 
> ^That technique requires some things to be merged.
> 
> Another idea is to keep using whatever post-process effect you have been using
> up til now, but feed it a simpler image without reflections, shadows, etc. Maybe
> give it an image rendered with +q0 or something. The problem with that, however,
> is some areas will not have lines because the adjacent colors will be the same.
> The only fix I know for that is to give different areas slightly different
> colors, so that the line algorithm has something to work with. (I hope that
> makes sense ;P)
> 
>> Attached is styled with posterized shadows with a 1/2 tone process dot per Sam's
>> suggestion - thanks Sam. I'm liking the comic book feel. I also removed the
>> reflection pass to reduce the busyness, especially in the pipes. Will continue
>> to play with this.
>> Mike.
> 
> It's looking good!
> 
> Sam
> 

Something similar can be achieved using the aoi pattern.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.