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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
<><
Post a reply to this message
Attachments:
Download 'HWTest.JPG' (20 KB)
Preview of image 'HWTest.JPG'

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Hey, that's a pretty interesting way to do things. Pretty cool. That has a
nice hand drawn/hand colored quality to it. I'm anxious to see how the guy
moves in the anim.
now for the flames... er, um. i can't think of any.
Ross.
> 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
> <><
>
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"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.
WOW!!
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/
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| WOW!!
Come, now. Is that all? ;)
H.E. Day
<><
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"H. E. Day" wrote:
> H.E. Day
> <><
Is that a Jesus Fish in your sig? Man, I'm inobservant...
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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On 15 Aug 2000 18:29:37 -0400, 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.
Looks great. You wouldn't think that this was done with POV.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
1:12am up 31 days, 23:39, 2 users, load average: 1.63, 1.61, 1.46
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Yes indeed. I am a Christian.
H.E. Day
><>
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In article <01c00720$a8e98cc0$6e7889d0@daysix>, "H. E. Day"
<Pov### [at] aol com> wrote:
> Yes indeed. I am a Christian.
As am I...do you mind if I steal your "><>" fish?
\ ,----,
\/ \
/\ /
/ `----'
Ok, I stink at ASCII art. This kind, at least. :-)
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Not at all. Seems a rather simple way of identifying yourself, eh?
H.E. Day
><>
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"H. E. Day" wrote:
>
> Not at all. Seems a rather simple way of identifying yourself, eh?
>
> H.E. Day
> ><>
eh spelled backwards is he. Coincidence ?
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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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] aol com> 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] usa net
TAG e-mail : pet### [at] tag povray org
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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] aol com> 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] aol com> 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] mac com, Web page http://homepage.mac.com/chrishuff/
TAG: e-mail chr### [at] tag povray org, 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] aol com> 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] mac com, Web page http://homepage.mac.com/chrishuff/
TAG: e-mail chr### [at] tag povray org, Web page http://tag.povray.org/
><>
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"H. E. Day" wrote:
> Here's the pretty-much-final version of the main character
> of my next IRTC Anim. Comments, flames, welcome.
Most interesting!
Which techniques do you use to animate him?
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated July 23)
/ Also visit http://www.povrayusers.org
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On 15 Aug 2000 23:57:10 -0400, H. E. Day wrote:
>Not at all. Seems a rather simple way of identifying yourself, eh?
\
\ ____________
\ / o _/
\/ \ / /VV
/\ \/ \_ CHOMP!!
/ \__________\/
/
/
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
3:57pm up 32 days, 14:23, 2 users, load average: 1.00, 1.00, 1.00
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Hiya Chris and H.E. Have you seen this fish?
o
o
o
>")}}}><
Nice, eh? ~Steve~
"Chris Huff" <chr### [at] mac com> wrote in message
news:chrishuff-7F1122.11040716082000@news.povray.org...
> In article <01c00738$25d430c0$6b7889d0@daysix>, "H. E. Day"
> <Pov### [at] aol com> 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] mac com, Web page
http://homepage.mac.com/chrishuff/
> TAG: e-mail chr### [at] tag povray org, Web page http://tag.povray.org/
>
> ><>
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Steve wrote:
> On 15 Aug 2000 23:57:10 -0400, H. E. Day wrote:
> >Not at all. Seems a rather simple way of identifying yourself, eh?
>
> \
> \ ____________
> \ / o _/
> \/ \ / /VV
> /\ \/ \_ CHOMP!!
> / \__________\/
> /
> /
So you've been to www.evolvefish.com, eh?
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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"H. E. Day" wrote:
> Yes indeed. I am a Christian.
>
> H.E. Day
> ><>
I see that! You changed it to a Darwin fish.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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> I see that! You changed it to a Darwin fish.
________
\ ,---'+-\| |`---,
\ / /-\| || |-+- \
X |>|-||-/\ | / | |\||
/ \ | || \ \// -+- /
/ '-+-,________,-+-'
|_ |_
Very very crude ASCII drawing
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
Post a reply to this message
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On 16 Aug 2000 11:38:03 -0400, "H. E. Day" <Pov### [at] aol com> wrote:
>| With 'up' pointing to the camera, I guess. Now that's ingenious.
>No, no. The "up" vector points to the light, not the camera.
Oddly enough that was my first thought, but then an inner voice told
me it was behind the camera so it didn't matter.
Maybe I should learn to ignore my inner voice. Last time it told me to
turn around and look after a nice pair of legs (or a pair of nice
legs) and I almost smashed my bike in the truck in front of me. It
hates me, I'm telling you.
Seriously now, the trick is still ingenious. Did you make it up
yourself?
>| 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.
That happens to mostly everyone around here <g>
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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| Oddly enough that was my first thought, but then an inner voice told
| me it was behind the camera so it didn't matter.
|
| Maybe I should learn to ignore my inner voice. Last time it told me to
| turn around and look after a nice pair of legs (or a pair of nice
| legs) and I almost smashed my bike in the truck in front of me. It
| hates me, I'm telling you.
Don't listen to the little voice. The one that tells you to look a nice
legs. Listen to the one that tells you not to. :) Trust me, you'll do well
in life.
| Seriously now, the trick is still ingenious. Did you make it up
| yourself?
Well, I gotta give some of the credit to Mr Huff. In a discussion about
making cartoon shaders he mentions something about the diffuse and ambient
of a surface being controled by a color_map (In refrence to a 3DSMax
cartoon picture I had posted earlier..). I got to thinking, how to do that
in Povray? My normal response to such problems is to run through the
pattern types.
Bozo...nah...wrinkles...nope...gradient...maybe....slope...*DING*. Behold
- an answer looking for a question!
H.E. Day
<><
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| Which techniques do you use to animate him?
I use spline{} statements. To voice sync, I load up DDClip, and the .wav
file. Set the framerate, and look at whan the sounds are produced. Then I
plug in the frame number and how open and wide the mouth should be for that
sound. (My shiny-dandy mirror comes in handy for this...) For instance:
#declare Spline1 = //Mouth
spline {
cubic_spline
//"I just can't understand this stuff."
//frame rate = 20fps
000,0
002,0
004,0
006,0
008,0
010,0
012,1/2
013,1/8
014,0
016,1/4
017,0
018,0
021,1/3
023,0
024,1/3
026,1/5
027,1/4
030,0
033,1/4
036,1/7
037,1/5
040,1/7
041,1/6
042,1/2
045,0
047,0
049,0
051,0
053,0
055,0
057,0
058,0
}
//In this case, 1 is completely open...
I then use this:
#declare MouthOpen = 0+Spline1(clock*120).x
to declare the lips. This can be used to comple any number of frames.
To see the end result, go to p.b.a. There's a anim posted there of the
character saying, "Hello, there....fine day for it."
Hope this helps.
H.E. Day
<><
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H. E. Day wrote:
>
> Don't listen to the little voice. The one that tells you to look a
> nice legs. Listen to the one that tells you not to. :) Trust me,
> you'll do well in life.
At the very least you'll have fewer traffic accidents...
--
ICQ: 46085459
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"H. E. Day" wrote:
> | Which techniques do you use to animate him?
> I use spline{} statements. To voice sync, I load up DDClip, and the .wav
> file. Set the framerate, and look at whan the sounds are produced. Then I
> plug in the frame number and how open and wide the mouth should be for
that
> sound.
Thanks for the explanation!
However, I was also thinking of how you animate the body.
I have not seen his body animated (yet?), but if it is animatable, which
techniques do you use? Forward or inverse kinematics - or something else?
Greetings,
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated July 23)
/ Also visit http://www.povrayusers.org
Post a reply to this message
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