 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Thought I might as well throw an idea into it - and one that might get
me in trouble, too :)
Enjoy, I hope it turned out well. Comments and criticisms welcome, as
always.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
Attachments:
Download 'facing-the-inevitable.jpg' (100 KB)
Preview of image 'facing-the-inevitable.jpg'

|
 |
|  |
|  |
|
 |
From: Timothy R Cook
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 05:01:13
Message: <3dda0be9$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
heh
that's cool
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Great image, and cool idea.
Where is the Pov-ball?
Best regards.
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Johannes Dahlstrom
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 05:39:56
Message: <3dda14fb@news.povray.org>
|
|
 |
|  |
|  |
|
 |
JPGargoyle wrote:
> Where is the Pov-ball?
It's where it should be, just look sharper ;)
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Johannes Dahlstrom
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 05:42:31
Message: <3dda1597@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Peter Popov wrote:
> Thought I might as well throw an idea into it - and one that might get
> me in trouble, too :)
>
> Enjoy, I hope it turned out well. Comments and criticisms welcome, as
> always.
Hehe, very nice idea. This would make a fine "Frozen Moment" entry, too ;)
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Andrew Cocker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 05:45:36
Message: <3dda1650$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:r72ktu4aeq5vepg39ihqdk45olq2m0fqr1@4ax.com...
> Thought I might as well throw an idea into it - and one that might get
> me in trouble, too :)
>
> Enjoy, I hope it turned out well. Comments and criticisms welcome, as
> always.
Really great, especially the maps and textures. Well done.
All the best,
Andy Cocker
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 12:44:10 +0200, Johannes Dahlstrom
<sad### [at] tkukoulu fi> wrote:
>Hehe, very nice idea. This would make a fine "Frozen Moment" entry, too ;)
With so much commercial product logos used, I don't think so. Besides,
it was not made for the purpose, so it's against the rules to use it.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Johannes Dahlstrom wrote:
>JPGargoyle wrote:
>
>> Where is the Pov-ball?
>
>It's where it should be, just look sharper ;)
>
I've seen it now :)
I've focused my attention looking at the logos searching for the pov-logo
that I missed the "pov-ball" reflection he he he.
Pretty cool.
Now the pic concept really "strikes2 me ;D
Best regards
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 05:26:04 EST, "JPGargoyle" <jpg### [at] sapo pt>
wrote:
>Great image, and cool idea.
10x
>Where is the Pov-ball?
Right where it should be. Or didn't you read the title? :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 10:45:41 -0000, "Andrew Cocker"
<mai### [at] andrewcocker co uk> wrote:
>Really great, especially the maps and textures. Well done.
Thanks. The texturing is really simple, for example the texture on the
table is just
texture {
pigment { green 0.5 }
normal {
checker
normal { marble scallop_wave },
normal { marble scallop_wave rotate 90*y }
scale 0.1
}
}
}
The textures on the balls are also as simple, just an image_map with
filter all 1, no ambient, and some fresnel reflection. It's the
subsurface scattering that gives it the juicy look. Glad you like it.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Florian Brucker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 06:06:17
Message: <3dda1b29@news.povray.org>
|
|
 |
|  |
|  |
|
 |
hey guys
oh that's cool. i had to look twice...
nice one!
greetings,
florian
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Andrew Cocker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 07:27:08
Message: <3dda2e1c$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:626ktucnptes0q2v85jjc5qb8pmqt94qp9@4ax.com...
> The textures on the balls are also as simple, just an image_map with
> filter all 1, no ambient, and some fresnel reflection. It's the
> subsurface scattering that gives it the juicy look. Glad you like it.
How did you implement the subsurface scattering? How noticeable an effect is it giving
to the
scene?
All the best,
Andy Cocker
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 12:27:13 -0000, "Andrew Cocker"
<mai### [at] andrewcocker co uk> wrote:
>How did you implement the subsurface scattering?
It's quite easy, actually.
First of all, you obviously need, well, subsurface scattering :), or,
in POV terms, scattering media filling a hollow object. Make it white,
so that it scatters all light equally. Make it realistic, i.e.
extinction 1
Then you need to ensure that light actually penetrates the surface.
Give all your colors a filter 1 (easy in my case, as these are all
image maps). With enough scattering on the inside, the white light
from inside filters through the colored surface and it looks like the
object is opaque.
As you might have seen in my original post, this approach causes some
problems at shallow angles, as the media does not scatter enough light
to extinguish all of it and the background can be seen through. To
avoid it, add an opaque interior_texture. For most realism, make it
the same as the external one, though you may wish to remove reflection
from it as it will only contribute to the render times and not to the
image.
Last, you need to avoid self-shadowing as it really kills the effect.
Simply putting no_shadow won't do it because then the object will not
cast a shadow on anything, and we don't want that. Light groups may be
an option, but it's easier to separate the surface from the interior.
Simply make two copies of the object, one being the "shell" - with
texture and interior texture, and the other being the "interior",
slightly smaller, with a clear pigment and object scattering media.
Give the "shell" no_shadow and you're in business.
To push things really on the cool side, give the "shell" some ior.
This bends the image inside so that you get a distorted terminator
line characteristic of subsurface scattering (see some MAX/Brazil
images implementing a s. sc. shader).
That's it, quite simple, really, but the result is good.
>How noticeable an effect is it giving to the scene?
See for yourself. First attachment is without, second is with.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
Attachments:
Download 'cueball-plastic.jpg' (14 KB)
Download 'cueball-china.jpg' (13 KB)
Preview of image 'cueball-plastic.jpg'

Preview of image 'cueball-china.jpg'

|
 |
|  |
|  |
|
 |
From: paul jones
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 08:49:46
Message: <3dda417a$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Very nice image, I really am impressed at the vibrancy of the texturing and
the labels.
It looks like the scene is set in an actual room, is this true? I get the
impression there is wood paneling for walls (from the reflections in the
orange ball).
Although, I would sincerely request that Blender be removed from the
table... sure it is hard to use, but far better than any other modeling
program (cost: $0.00 and open source!).
If for ethical reasons you can remove it, please move it to a less
vulnerable place.
:-)
-Paul
p.s. I now have some new wall paper.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
in news:r72ktu4aeq5vepg39ihqdk45olq2m0fqr1@4ax.com Peter Popov wrote:
> Thought I might as well throw an idea into it
:) :) :)
May be a bit over the top, but how about the silouette of our "Beloved
Team Leader" in front of the window, chalcking his queue.
Ingo
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov wrote:
>Thought I might as well throw an idea into it - and one that might get
>me in trouble, too :)
>
>Enjoy, I hope it turned out well. Comments and criticisms welcome, as
>always.
Excellent and hilarious!
-Mark Slone
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 08:49:44 -0500, "paul jones" <pdj### [at] psu edu> wrote:
>Very nice image, I really am impressed at the vibrancy of the texturing and
>the labels.
The labels are logos ripped off the web or brochures. I can not take
any credit for those.
>It looks like the scene is set in an actual room, is this true? I get the
>impression there is wood paneling for walls (from the reflections in the
>orange ball).
No, there's just the ground plane and the window (2x1 meters, 4 meters
away).
>Although, I would sincerely request that Blender be removed from the
>table... sure it is hard to use, but far better than any other modeling
>program (cost: $0.00 and open source!).
Nothing personal has been put into the placement of the balls. It's
just that Blender's logo is virtually the same orange they use for the
1 ball, and that one should always be in the front. That's why Messiah
is in the far left corner, for example - their purple matches the 12
ball purple perfectly.
If I put something else in its place, I might offend someone else. I
am surprised Lance hasn't yelled already :)
>If for ethical reasons you can remove it, please move it to a less
>vulnerable place.
Blender has already moved to a less vulnerable place - in the public
domain, where all good software should be (need I point examples? :) )
>p.s. I now have some new wall paper.
Wow, that's by far the greatest compliment I've had. Thank you!
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 19 Nov 2002 08:54:44 -0500, ingo <ing### [at] tag povray org> wrote:
>May be a bit over the top, but how about the silouette of our "Beloved
>Team Leader" in front of the window, chalcking his queue.
I hear ya... but how do we get a picture of him? It's not like he's
going to just stay there for a whole day waiting to be rendered...
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Andrew Cocker
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 09:52:41
Message: <3dda5039$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Thanks Peter... I think I understad your explanation. I'll give it a go when I get
time, and
get back to you if I can't get it to work.
All the best,
Andy Cocker
BTW Your image is my current wallpaper also.
"Peter Popov" <pet### [at] vip bg> wrote in message
news:33fktu0i6o8l8mi8lj3ee8br9q3t2reeob@4ax.com...
> On Tue, 19 Nov 2002 12:27:13 -0000, "Andrew Cocker"
> <mai### [at] andrewcocker co uk> wrote:
>
> >How did you implement the subsurface scattering?
>
> It's quite easy, actually.
>
> First of all, you obviously need, well, subsurface scattering :), or,
> in POV terms, scattering media filling a hollow object. Make it white,
> so that it scatters all light equally. Make it realistic, i.e.
> extinction 1
>
> Then you need to ensure that light actually penetrates the surface.
> Give all your colors a filter 1 (easy in my case, as these are all
> image maps). With enough scattering on the inside, the white light
> from inside filters through the colored surface and it looks like the
> object is opaque.
>
> As you might have seen in my original post, this approach causes some
> problems at shallow angles, as the media does not scatter enough light
> to extinguish all of it and the background can be seen through. To
> avoid it, add an opaque interior_texture. For most realism, make it
> the same as the external one, though you may wish to remove reflection
> from it as it will only contribute to the render times and not to the
> image.
>
> Last, you need to avoid self-shadowing as it really kills the effect.
> Simply putting no_shadow won't do it because then the object will not
> cast a shadow on anything, and we don't want that. Light groups may be
> an option, but it's easier to separate the surface from the interior.
> Simply make two copies of the object, one being the "shell" - with
> texture and interior texture, and the other being the "interior",
> slightly smaller, with a clear pigment and object scattering media.
> Give the "shell" no_shadow and you're in business.
>
> To push things really on the cool side, give the "shell" some ior.
> This bends the image inside so that you get a distorted terminator
> line characteristic of subsurface scattering (see some MAX/Brazil
> images implementing a s. sc. shader).
>
> That's it, quite simple, really, but the result is good.
>
> >How noticeable an effect is it giving to the scene?
>
> See for yourself. First attachment is without, second is with.
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vip bg
> TAG e-mail : pet### [at] tag povray org
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Lance Birch
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 10:18:30
Message: <3dda5646@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:0ahktu8dp2i36gf687to1mrjiacbv6m7k9@4ax.com...
<snip>
> If I put something else in its place, I might offend someone else. I
> am surprised Lance hasn't yelled already :)
Oh no, it's right where it should be, it just depends how you look at the
situation ;)
Lance.
thezone.firewave.com.au
www.firewave.com.au
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Wed, 20 Nov 2002 01:18:04 +1000, "Lance Birch" <-> wrote:
>Oh no, it's right where it should be, it just depends how you look at the
>situation ;)
It may be the last one that POV will chase to a hole, but it can not
escape the inevitable :))
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Lance Birch
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 12:07:08
Message: <3dda6fbc@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:osoktukddkf4a6ar9qsnsbngvobt1dek6n@4ax.com...
> On Wed, 20 Nov 2002 01:18:04 +1000, "Lance Birch" <-> wrote:
>
> >Oh no, it's right where it should be, it just depends how you look at the
> >situation ;)
>
> It may be the last one that POV will chase to a hole, but it can not
> escape the inevitable :))
That depends if it out-smarts it and someone hits the cue off the table
while on the black ;)
Lance.
thezone.firewave.com.au
www.firewave.com.au
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Songa butera Jean-luc
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 13:31:56
Message: <3dda839c@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> a écrit dans le message de news:
r72ktu4aeq5vepg39ihqdk45olq2m0fqr1@4ax.com...
> Thought I might as well throw an idea into it - and one that might get
> me in trouble, too :)
> Enjoy, I hope it turned out well. Comments and criticisms welcome, as
> always.
Facing the inevitable... Becoming my current wallpaper ^____^
Jean-luc
You cannot possibly have had a worst day than the man with the shotgun in
the line behind you at the bank.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
I love the concept. One thing that strikes me is that the POV logo looks
stretched. I'd also like to see slightly more variation in the background
(more detail, like the edge of the table at least). But I love the idea =)
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Philippe Debar
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 14:09:43
Message: <3dda8c77@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Excellent !
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Christoph Hormann
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 14:21:27
Message: <3DDA8F36.A694E462@gmx.de>
|
|
 |
|  |
|  |
|
 |
Peter Popov wrote:
>
> Thought I might as well throw an idea into it - and one that might get
> me in trouble, too :)
>
> Enjoy, I hope it turned out well. Comments and criticisms welcome, as
> always.
Very nice, i can recognize quite some of the programs featured but not
all. Would you mind telling what all the disguised balls resemble?
And i have two suggestions:
- a version with HDR image based illumination
- animate it...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: St
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 14:58:52
Message: <3dda97fc@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:r72ktu4aeq5vepg39ihqdk45olq2m0fqr1@4ax.com...
> Enjoy, I hope it turned out well. Comments and criticisms welcome,
as
> always.
Love it! Quality Pete, nice idea. :)
~Steve~
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vip bg
> TAG e-mail : pet### [at] tag povray org
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 20:21:26 +0100, Christoph Hormann
<chr### [at] gmx de> wrote:
>Very nice, i can recognize quite some of the programs featured but not
>all. Would you mind telling what all the disguised balls resemble?
Front to back, left to right:
Blender
Bryce, Cinema4D
RenderMan, MAX, Lightflow
TrueSpace, XSI, A-M, Rhino (yeah, should have been Flamingo)
Messiah, Lightwave, Maya, Brazil, finalrender
>And i have two suggestions:
>- a version with HDR image based illumination
Rendering with radiosity as we speak, should be ready by tomorrow I
hope. As of HDR, how do I use it in POV?
>- animate it...
Got a render farm at your disposal? :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov <pet### [at] vip bg> wrote in
news:r72ktu4aeq5vepg39ihqdk45olq2m0fqr1@4ax.com:
> Thought I might as well throw an idea into it - and one that might get
> me in trouble, too :)
>
> Enjoy, I hope it turned out well. Comments and criticisms welcome, as
> always.
>
Now My wallpaper too! But even better would be Zazzle...
Tom
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 19 Nov 2002 15:26:32 -0500, Tom Galvin <tom### [at] imp org> wrote:
>Now My wallpaper too! But even better would be Zazzle...
Thanks, Tom, but don't you think it would pose quite major legal
problems if I put this up at Zazzle?
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Christoph Hormann
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 15:43:09
Message: <3DDAA25C.7A140809@gmx.de>
|
|
 |
|  |
|  |
|
 |
Peter Popov wrote:
>
>
> >- a version with HDR image based illumination
>
> Rendering with radiosity as we speak, should be ready by tomorrow I
> hope. As of HDR, how do I use it in POV?
MLPov has support for it. I did not yet see a HDR image with that kind of
illuminated window though.
> >- animate it...
>
> Got a render farm at your disposal? :)
I would accept a reduced quality for that purpose...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov <pet### [at] vip bg> wrote in
news:ud8ltucmob2e86aq1bvkhvkl97b56tkivi@4ax.com:
> On 19 Nov 2002 15:26:32 -0500, Tom Galvin <tom### [at] imp org> wrote:
>
>>Now My wallpaper too! But even better would be Zazzle...
>
> Thanks, Tom, but don't you think it would pose quite major legal
> problems if I put this up at Zazzle?
>
I don't know. Artists have used legally used trademarks without permission
before. Andy Warhol is an example. It depends on how it is used and the
laws of the countries involved.
This is art. It makes a socially relevant comment. Here in the US you
would be protected by the first amendment to our consititution.
http://www.phillaw.com/html/trademarks.html
I would say that even if there was a legal issue, the companies would not
be likley to pursue action if the legal fees exceed the amount recoverable.
However this poster might be a zazzle bestseller :)
Tom
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov <pet### [at] vip bg> wrote in news:eq6ltucigq6ohgdmoitqbvakl4928nsbq7
@4ax.com:
>>- animate it...
>
> Got a render farm at your disposal? :)
>
>
IMPfarm
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 21:43:08 +0100, Christoph Hormann
<chr### [at] gmx de> wrote:
>MLPov has support for it. I did not yet see a HDR image with that kind of
>illuminated window though.
Come on, the window is just there for the reflection. As it is well
seen by the reflections, the window is not vertical but is facing the
balls - to give those familiar reflections. The lighting itself comes
from a 20x20 area light :)
>> >- animate it...
>> Got a render farm at your disposal? :)
>I would accept a reduced quality for that purpose...
If you can work out the maths, I'd gladly have the thing animated even
if it takes a month to render. Be sure to include angular momentum in
the calculations, because I *always* take the first shot with a
bottom-left english, starting 10 inches to the right of the cue
position and aiming slightly to the right of the center of the 1 ball,
so that the cue ball goes in the far right corner pocket. There's the
deal - I provide the imagery, you provide the maths, and we get rich
and famous and go to Hamburg, this time not missing the Repperbahn :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: GrimDude
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 17:14:37
Message: <3ddab7cd$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Beautiful! I would love to see a 1280x1024 rendering.
Grim
Peter Popov wrote:
> Thought I might as well throw an idea into it - and one that might get
> me in trouble, too :)
>
> Enjoy, I hope it turned out well. Comments and criticisms welcome, as
> always.
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vip bg
> TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: JPGargoyle
Subject: Re: Facing the inevitable - What was missing in this pic :) - [>91k]
Date: 19 Nov 2002 17:28:29
Message: <3ddabb0d@news.povray.org>
|
|
 |
|  |
|  |
|
 |
Well Peter, I couldn't resist on doing this.
I hope you can forguive me, but following your pictures idea I created this
one, with the elements that you "forgot" to include in yours. ;D
I know the textures are terrible (except for your cool table cloth texture)
and the proportions are not accurate, but .... well, this is just a joke :)
Nice work.
Best regards.
Post a reply to this message
Attachments:
Download 'joke.jpg' (92 KB)
Preview of image 'joke.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
LOL :)
The way I read it, the POV Team drives POV, supported by the users and
(regardless of what amateurs would claim), relies on beta testers to
give it just the right direction and perfection of aim.
*shameless plug*
What bugs me is that I don't see the TAG anywhere.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Troy S Ristow
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 19 Nov 2002 17:48:11
Message: <3ddabfab$1@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:0ahktu8dp2i36gf687to1mrjiacbv6m7k9@4ax.com...
> On Tue, 19 Nov 2002 08:49:44 -0500, "paul jones" <pdj### [at] psu edu> wrote:
>
> Nothing personal has been put into the placement of the balls. It's
> just that Blender's logo is virtually the same orange they use for the
> 1 ball, and that one should always be in the front. That's why Messiah
> is in the far left corner, for example - their purple matches the 12
> ball purple perfectly.
>
Actually, the one-ball is yellow and the five-ball is that shade of orange.
Incidentally, most of the current rule systems for 8-ball (that is what you
were going for with the triangle-shaped rack, right?) do not require the
one-ball to be in front, only that the eight-ball is in the center. Perhaps
you were thinking of 9-ball with the diamond-shaped rack, where the only
requirement is that the one-ball is up front.
--- Troy S. Ristow
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: JPGargoyle
Subject: Re: Facing the inevitable - What was missing in this pic :) - [>91k]
Date: 19 Nov 2002 18:12:40
Message: <3ddac568@news.povray.org>
|
|
 |
|  |
|  |
|
 |
"Peter Popov" <pet### [at] vip bg> wrote in message
news:r1fltu84aqr65tm41e23usr3ekct253qt2@4ax.com...
> The way I read it, the POV Team drives POV, supported by the users and
> (regardless of what amateurs would claim), relies on beta testers to
> give it just the right direction and perfection of aim.
Cool! You got the idea! I was affraid nobody would get it (I might have not
been able to send the message) but you did :))
I've had some second thoughts about the beta testers (because they are all
pov users ) but decided to include them anyway (priceless people).
> *shameless plug*
>
> What bugs me is that I don't see the TAG anywhere.
LOOOOOOOOOL.
I have to be honest. I completelly forgot about TAG, but I wouldn't know how
to include them too :))
Best regards.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"JPGargoyle" <jot### [at] netcabo pt> wrote in
news:3ddac568@news.povray.org:
> I have to be honest. I completelly forgot about TAG, but I wouldn't
> know how to include them too :))
>
>
>
The Rack
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov <pet### [at] vip bg> wrote in
news:33fktu0i6o8l8mi8lj3ee8br9q3t2reeob@4ax.com
> It's quite easy, actually.
[...]
interesting :) is it Your's idea ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 22:34:50 +0100, Peter Popov <pet### [at] vip bg> wrote:
> If you can work out the maths, I'd gladly have the thing animated even
> if it takes a month to render.
Yes, with nice, rapid but smooth camera zoomout to finally show whole table.
Perhaps with white POV-Ray ball guilty for movement in other applications ;-)
> I provide the imagery, you provide the maths, and we get rich
> and famous and go to Hamburg, this time not missing the Repperbahn :)
You are both famous already without your funny lonely beer meetings :-)
ABX
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 19 Nov 2002 19:38:30 -0500, "Rafal 'Raf256' Maj" <raf### [at] raf256 com>
wrote:
>interesting :) is it Your's idea ?
It's a very old idea, actually.
The only thing I haven't seen before is the use of interior_texture to
fight the transparent edge problem. This of course does not mean that
no one has come up with the same idea before, nor that no one would
have at some point had I not come up with it first.
It is certainly not a new idea. I know I've tried it as far back as
1997, though back then halos had a problem with blobs which I couldn't
solve so I had to resolve to cheating :) In more recent times, someone
(Fabien? I might be wrong though) started a subsurface scattering hype
with an image of a glass full of milk. Even more recently, it has been
applied to Poser models (two names I associate with this one are Tim
Nikias and Gilles Tran, but again, I might be wrong) to improve the
realism of the skin.
Of course, I wouldn't mind if you gave me some credit if you reuse the
technique, esp. if you borrow the source that I will post these days
:)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Tue, 19 Nov 2002 14:47:58 -0800, "Troy S. Ristow"
<tsr### [at] cox net> wrote:
>Actually, the one-ball is yellow and the five-ball is that shade of orange.
I used a scanned photo of a professional set to sample the colors I
used to build up the image maps, so it might as well have gone wrong
somewhere. I do remember well that at least the pool club near my
place in Sofia has that poisonous orange color for the 1 ball.
>Incidentally, most of the current rule systems for 8-ball (that is what you
>were going for with the triangle-shaped rack, right?) do not require the
>one-ball to be in front, only that the eight-ball is in the center.
I didn't know that. I copied the arrangement from the photo I
mentioned, though from what I saw on the 'net, you seem to be right.
>Perhaps you were thinking of 9-ball with the diamond-shaped rack, where
>the only requirement is that the one-ball is up front.
No, I only play 8-ball.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Wed, 20 Nov 2002 08:29:29 +0100, ABX <abx### [at] abx art pl> wrote:
>You are both famous already without your funny lonely beer meetings :-)
Oh yeah? Aren't you missing something essential, such as the "rich"
part? :)
And it was a pizza meeting, not a beer one.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 19 Nov 2002 18:34:41 -0500, Tom Galvin <tom### [at] imp org> wrote:
>The Rack
No way. Someone has to be the short cue then, and I don't think anyone
would want that.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
From: Christoph Hormann
Subject: Re: Facing the inevitable - Facing-the-inevitable.jpg
Date: 20 Nov 2002 06:19:48
Message: <3DDB6FD4.7C111992@gmx.de>
|
|
 |
|  |
|  |
|
 |
Peter Popov wrote:
>
> If you can work out the maths, I'd gladly have the thing animated even
> if it takes a month to render. Be sure to include angular momentum in
> the calculations, because I *always* take the first shot with a
> bottom-left english, starting 10 inches to the right of the cue
> position and aiming slightly to the right of the center of the 1 ball,
> so that the cue ball goes in the far right corner pocket.
It is surely not trivial, the movement luckily is 2-dimensional in most
cases which makes things somewhat nicer but the balls don't always roll
perfectly (meaning that their angular velovity is directly related to
their translational velocity). Both the shot as well as collisions lead to
more complicated movements including gliding.
> There's the
> deal - I provide the imagery, you provide the maths, and we get rich
> and famous and go to Hamburg, this time not missing the Repperbahn :)
If that's guaranteed i would surely start right away...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Wed, 20 Nov 2002 12:19:48 +0100, Christoph Hormann
<chr### [at] gmx de> wrote:
>If that's guaranteed i would surely start right away...
What do you know, with the right incentive one can get *everyone* to
work.
Maybe I should try to get an MBA after all :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Peter Popov <pet### [at] vip bg> wrote in
news:tcpmtu0d6lnonuelat7hbt3jl2rdgci6nc@4ax.com:
> On 19 Nov 2002 18:34:41 -0500, Tom Galvin <tom### [at] imp org> wrote:
>
>>The Rack
>
> No way. Someone has to be the short cue then, and I don't think anyone
> would want that.
>
Are we talking about the same thing? The triangle thing that corrals all
the balls at the start of the game?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 20 Nov 2002 09:06:36 -0500, Tom Galvin <tom### [at] imp org> wrote:
>Are we talking about the same thing? The triangle thing that corrals all
>the balls at the start of the game?
Oh, that's just, well, the triangle. The rack is the little shelf-like
that holds the cues.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |