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Yup.
H.E. Day
<><
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By the way, Chris, this is what I wanted the Find_edges filter fixed for.
How's that coming along, hmm? ;)
H.E. Day
<><
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On 15 Aug 2000 18:29:37 -0400, "H. E. Day" <Pov### [at] aolcom> wrote:
>Here's the pretty-much-final version of the main character of my next IRTC
>Anim. I used some pretty advanced rendering techniques to get this result.
Why am I not surprised?
> For instance, no lights were used to save time. That's right. No lights.
>Instead, I used a slope texture *over* the original texture.
With 'up' pointing to the camera, I guess. Now that's ingenious.
>This allowed me to smooth the lines between cells. It also decreased the
>render time from 3 minutes to 2. Also, I eliminated Anti-Aliasing, cutting
>the R-T in half again. All in all, not a bad job, eh?
No, not at all. Actually a stunning one. But then you already knew
that.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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H.E., ya gotta show me how you're doing this! This 'character' can be
animated in human mannerisms?
Grim
"H. E. Day" <Pov### [at] aolcom> wrote in message
news:01c00738$25d430c0$6b7889d0@daysix...
> By the way, Chris, this is what I wanted the Find_edges filter fixed for.
> How's that coming along, hmm? ;)
>
> H.E. Day
> <><
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That looks really good! You wouldn't say it was rendered, it's just like
a drawing. How did you make those contour lines? And how do you prevent
an image without lights to become completely black?
Regards,
Mike
"H. E. Day" wrote:
>
> Here's the pretty-much-final version of the main character of my next IRTC
> Anim. I used some pretty advanced rendering techniques to get this result.
> For instance, no lights were used to save time. That's right. No lights.
> Instead, I used a slope texture *over* the original texture. This allowed
> me to smooth the lines between cells. It also decreased the render time
> from 3 minutes to 2. Also, I eliminated Anti-Aliasing, cutting the R-T in
> half again. All in all, not a bad job, eh?
> Comments, flames, welcome.
>
> --
> H.E. Day
> <><
>
> [Image]
--
---------------------------------------------------
Mike Wiering, Room A4025, University of Nijmegen,
Faculty of Science, Toernooiveld 1, Nijmegen.
http://www.cs.kun.nl/~mike.wiering
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In article <01c00736$036edf00$6b7889d0@daysix>, "H. E. Day"
<Pov### [at] aolcom> wrote:
> Not at all. Seems a rather simple way of identifying yourself, eh?
Exactly...and my signature needed a reworking anyway.
--
Christopher James Huff
Personal: e-mail chr### [at] maccom, Web page http://homepage.mac.com/chrishuff/
TAG: e-mail chr### [at] tagpovrayorg, Web page http://tag.povray.org/
><>
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| With 'up' pointing to the camera, I guess. Now that's ingenious.
No, no. The "up" vector points to the light, not the camera.
| No, not at all. Actually a stunning one. But then you already knew
| that.
Well, I'm kinda my own worst critic. Since I've been working on it for so
long, I tend to see problems no one else does. Maybe.
H.E. Day
><>
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| H.E., ya gotta show me how you're doing this! This 'character' can be
| animated in human mannerisms?
Check out the animation in p.b.a. That'll explain some of how he looks
animated. (and lip synced...)
If you really want it, I'll post another anim of a longer sentence... (Sir
Breakwind wishes you good day...)
By the way, his name is now Neville Hogwire. No more Breakwind.
H.E. Day
<><
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The model has a reletively high ambient. (.5) and a bright slope texture on
top to give highlighting.
The conour lines were made with the MegaPov find_edges post_process filter.
The settings were:
find_edges{1,.075,.5,1,10,rgb .1}
I think. Pretty close, anyway.
H.E. Day
><>
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In article <01c00738$25d430c0$6b7889d0@daysix>, "H. E. Day"
<Pov### [at] aolcom> wrote:
> By the way, Chris, this is what I wanted the Find_edges filter fixed for.
> How's that coming along, hmm? ;)
I actually haven't even looked at it yet, sorry...
--
Christopher James Huff
Personal: e-mail chr### [at] maccom, Web page http://homepage.mac.com/chrishuff/
TAG: e-mail chr### [at] tagpovrayorg, Web page http://tag.povray.org/
><>
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