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Reviving an old experiment with creative bounding.
The array of boxes is an isosurface, but the actual effect can be done with
regular POV-Ray.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
Home page http://www.hot.ee/margusrt
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Attachments:
Download 'infinity_s.mpg' (602 KB)
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Very intriguing. Takes a moment to adjust my perception of it.
Bob
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I haven't got a clue how you did it ( are you going to explain? ), but I
certainly like it. Although I'd prefer it if it looped - but then it would
be too large to upload?
Andy Cocker
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"Margus Ramst" <mar### [at] peakeduee> wrote in message
news:3A2AE76C.F70B85ED@peak.edu.ee...
> Reviving an old experiment with creative bounding.
> The array of boxes is an isosurface, but the actual effect can be done
with
> regular POV-Ray.
Wow! That's amazing!
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Reminds me of something MegaPOV could add - transform rays - this works as
follows:
1. When reflecting/transmitting calc the new ray as per normal
2. Transform it as the object specifies ie translate etc
This could be used to achieve your effect or make objects appear to be in
places they are not
How did you do this BTW?
--
Bye
Pabs
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Pabs <pab### [at] hotmailcom> wrote:
> Reminds me of something MegaPOV could add - transform rays - this works as
> follows:
> 1. When reflecting/transmitting calc the new ray as per normal
> 2. Transform it as the object specifies ie translate etc
> This could be used to achieve your effect or make objects appear to be in
> places they are not
> How did you do this BTW?
I've wanted this for awhile for a variety of effect. I, however, do not
have anywhere near the proficiency with the code to do this. However, if I
can figure out how he did this, maybe I don't have to.
Geoff
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Pabs wrote:
>
> Reminds me of something MegaPOV could add - transform rays - this works as
> follows:
> 1. When reflecting/transmitting calc the new ray as per normal
> 2. Transform it as the object specifies ie translate etc
> This could be used to achieve your effect or make objects appear to be in
> places they are not
Hm, I was thinking about some kind of an "inverse" bounding object to do this,
i.e. when this inverse bounding object is hit, the object associated with it is
*not* rendered. This should be pretty straightforward to implement, and would
make effects like the one I did quite simple to achieve.
> How did you do this BTW?
I'll post the source to povray.binaries.scene-files. I's a bit of a mess but I
tried to clean & comment it to some extent, hopefully it is readable.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
Home page http://www.hot.ee/margusrt
Post a reply to this message
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