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Hello,
now, as "Jan" is born, I decided that it's time to stop working on this
picture (although I'm not completely satisfied). The fur in this picture
has been created by combining
[1] J.T.Kajiya, T.L.Kay: "Rendering Fur with Three Dimensional Textures" in
Proc. SIGGRAPH '89, Computer Graphics 23/3, July 1989.
and
[2] K.Perlin, E.M.Hoffert: "Hypertexture" in
Proc. SIGGRAPH '89, Computer Graphics 23/3, July 1989.
More precisely, the lighting model of [1] was combined with the hair
distribution of [2]. Some noise and gravity has been added to create
waves and to let the hairs hang down. The fur actually consists of two
media containers ("hypertexures") one with thick, short hairs and one with
longer hair. The container of the latter is modified by a noise function
(and therefore is described by an implicit function).
Thomas
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Attachments:
Download 'bear4.jpg' (38 KB)
Preview of image 'bear4.jpg'

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Thomas Willhalm wrote:
> More precisely, the lighting model of [1] was combined with the hair
> distribution of [2]. Some noise and gravity has been added to create
> waves and to let the hairs hang down. The fur actually consists of two
> media containers ("hypertexures") one with thick, short hairs and one with
> longer hair. The container of the latter is modified by a noise function
> (and therefore is described by an implicit function).
I barely understand the technique, but the result it's impressive: I can
almost feel the softness!
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Thomas Willhalm wrote:
>
>Hello,
>
>now, as "Jan" is born, I decided that it's time to stop working on this
>picture (although I'm not completely satisfied). The fur in this picture
>has been created by combining
>
>[1] J.T.Kajiya, T.L.Kay: "Rendering Fur with Three Dimensional Textures" in
>Proc. SIGGRAPH '89, Computer Graphics 23/3, July 1989.
>
>and
>
>[2] K.Perlin, E.M.Hoffert: "Hypertexture" in
>Proc. SIGGRAPH '89, Computer Graphics 23/3, July 1989.
Stunning!
May I ask for the sources? And, I'm not asking too much, a quick note on the
implementation details and strategies?
Alex
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Very impressive!
I too would like to ask for sources or a pointer to the technique. This is
very good.
== John ==
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Beautiful fur, but I think the limbs are too small for the body.
--
#local i=.1;#local I=(i/i)/i;#local l=(i+i)/i;#local ll=(I/i)/l;box{<-ll,
-((I/I)+l),-ll><ll,-l,ll>pigment{checker scale l}finish{ambient((I/l)/I)+
(l/I)}}sphere{<i-i,l-l,(I/l)>l/l pigment{rgb((I/l)/I)}finish{reflection((
I/l)/I)-(l/I)specular(I/l)/I}}light_source{<I-l,I+I,(I-l)/l>l/l} // Steve
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"Jaime Vives Piqueres" <jai### [at] ignorancia org> wrote in message
news:3d74e428@news.povray.org...
> I barely understand the technique, but the result it's impressive: I can
> almost feel the softness!
Shouldn't that be 'bear-ly'?
;-)
Andy Cocker
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John D. Gwinner wrote:
> Very impressive!
Thanks
> I too would like to ask for sources or a pointer to the technique.
I'm glad you ask. The sources (alpha quality!) are at
http://www.grafik.willhalm.de/tracegallery/
Thomas
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On Tue, 03 Sep 2002 16:33:56 +0200, Thomas Willhalm
<tho### [at] uni-konstanz de> wrote:
> now, as "Jan" is born, I decided that it's time to stop working on this
> picture (although I'm not completely satisfied).
That's how this looks with noises of newer version of POV :-)
Sorry for large size but I wasn't interested in loosing quality.
ABX
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Attachments:
Download 'bear.png' (361 KB)
Preview of image 'bear.png'

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is that media? the effect is just great unless you have black spots under
the right arm.
"ABX" <abx### [at] abx art pl> schreef in bericht
news:4guiavojf67kqgms5li1dq957g6r0lhfgb@4ax.com...
> On Tue, 03 Sep 2002 16:33:56 +0200, Thomas Willhalm
> <tho### [at] uni-konstanz de> wrote:
> > now, as "Jan" is born, I decided that it's time to stop working on this
> > picture (although I'm not completely satisfied).
>
> That's how this looks with noises of newer version of POV :-)
> Sorry for large size but I wasn't interested in loosing quality.
>
> ABX
>
>
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this looks good! Only the texture could be slightly more realistic. (don't
know how)
"ABX" <abx### [at] abx art pl> wrote in message
news:4guiavojf67kqgms5li1dq957g6r0lhfgb@4ax.com...
> On Tue, 03 Sep 2002 16:33:56 +0200, Thomas Willhalm
> <tho### [at] uni-konstanz de> wrote:
> > now, as "Jan" is born, I decided that it's time to stop working on this
> > picture (although I'm not completely satisfied).
>
> That's how this looks with noises of newer version of POV :-)
> Sorry for large size but I wasn't interested in loosing quality.
>
> ABX
>
>
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On Fri, 25 Apr 2003 22:08:04 +0200, "Lenx" <len### [at] pandora be> wrote:
> is that media? the effect is just great unless you have black spots under
> the right arm.
Patched media.
ABX
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Lenx wrote:
> you have black spots under the right arm.
That's true, but I don't understand why they appear with the new noise
generator. It's not that important how the noise is generated in my
opinion an the new noise should be "smoother" IIRC. Did you (have to)
change anything else in the scene?
Thomas
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"JWV" <jwv|at|planet.nl> wrote:
> this looks good! Only the texture could be slightly more realistic. (don't
> know how)
Gosh. I know why I stopped at this point (because I couldn't get the fur
more realistic)
Thomas
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On Mon, 28 Apr 2003 17:56:19 +0200, Thomas Willhalm
<wil### [at] iraS unPi-kAarlsMruhe de> wrote:
> Did you (have to)
> change anything else in the scene?
I think there was following types of changes
1. use internal functions instead those referenced by strings (noise3d replaced
with f_noise3d) and add (x,y,z) to calls
2. replace hat operator with multiplication
3. use '{' and '}' in contained_by syntax
4. rotate yellow image_map of "ThW.png" about 90*z
ABX
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ABX wrote:
> On Mon, 28 Apr 2003 17:56:19 +0200, Thomas Willhalm
> <wil### [at] iraS unPi-kAarlsMruhe de> wrote:
>> Did you (have to)
>> change anything else in the scene?
>
> I think there was following types of changes
>
> 1. use internal functions instead those referenced by strings (noise3d
> replaced with f_noise3d) and add (x,y,z) to calls
> 2. replace hat operator with multiplication
> 3. use '{' and '}' in contained_by syntax
> 4. rotate yellow image_map of "ThW.png" about 90*z
I assume that it is the different noise. Perhaps you have to adjust the
max gradient for the isosurface in order to get rid of the black spots.
Thomas
P.S.: I will write some tutorial for my patch for MegaPOV, but I'm
quite busy at the moment.
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