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From: Ken
Subject: Obscurity
Date: 20 Mar 1999 22:09:09
Message: <36F46102.1BBDDBBB@pacbell.net>
256 shades of gray - exactly ! 

  Standard 24 bit targa povray output.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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bigman1.jpg


 

From: Bob Hughes
Subject: Re: Obscurity
Date: 21 Mar 1999 01:11:38
Message: <36F48D97.BB7B13A6@aol.com>
You got that right! (obscure)

Ken wrote:
> 
> 256 shades of gray - exactly !
> 
>   Standard 24 bit targa povray output.
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net
> 
>   ------------------------------------------------------------------------
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Psychomek
Subject: Re: Obscurity
Date: 21 Mar 1999 05:04:21
Message: <36F4C396.FBBFBA7@cyberhighway.net>
I Love it! looks so REAL.... and is that a person in the stone work? (a rough
statue maybe?)

Ken wrote:

> 256 shades of gray - exactly !
>
>   Standard 24 bit targa povray output.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
>
>   ------------------------------------------------------------------------
>  [Image]


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From: Spider
Subject: Re: Obscurity
Date: 21 Mar 1999 06:00:11
Message: <36F4CF92.EF250B53@bahnhof.se>
whoooa...
are they height_fields ??

they look great..


Ken wrote:
> 
> 256 shades of gray - exactly !
> 
>   Standard 24 bit targa povray output.
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net
> 
>   --------------------------------------------------------------------------------
>  [Image]

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Phoenix
Subject: Re: Obscurity
Date: 21 Mar 1999 10:29:04
Message: <MPG.115f2ef45bd2e5479896ab@news.povray.org>
'T was on Sat, 20 Mar 1999 19:01:22 -0800,
that Ken wrote:
> 256 shades of gray - exactly ! 
> 
>   Standard 24 bit targa povray output.

Okay...
Where did you take this picture?     :-)

Phoenix

-- 
eag### [at] telekabelnl                       http://users.telekabel.nl/eagle
------------------------------------------------------------------------
The POV-Ray VFAQ: http://iki.fi/warp/povVFAQ.html


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From: Phoenix
Subject: Re: Obscurity
Date: 21 Mar 1999 10:29:59
Message: <MPG.115f2f1ef4fdeecf9896ac@news.povray.org>
'T was on Sun, 21 Mar 1999 05:01:59 -0500,
that Psychomek wrote:
> I Love it! looks so REAL.... and is that a person in the stone work? (a rough
> statue maybe?)

Picture file name: bigman1.jpg

Phoenix

-- 
eag### [at] telekabelnl                       http://users.telekabel.nl/eagle
------------------------------------------------------------------------
The POV-Ray VFAQ: http://iki.fi/warp/povVFAQ.html


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From: Ken
Subject: Re: Obscurity
Date: 21 Mar 1999 13:49:16
Message: <36F53E49.842599D2@pacbell.net>
Psychomek wrote:
> 
> I Love it! looks so REAL.... and is that a person in the stone work? (a rough
> statue maybe?)

  I was very happy with the way this turned out myself. Another one of those
happy little scenes that come together in less that an hours worth of work
and looks better that some of the 3 week projects.

  It is of course a 3D model of a muscular man. I thought it best to leave
the interpertation aspects of the image to viewer.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Ken
Subject: Re: Obscurity
Date: 21 Mar 1999 13:59:24
Message: <36F540AA.5540BCA5@pacbell.net>
Spider wrote:
> 
> whoooa...
> are they height_fields ??
> 
> they look great..

 Your not going to believe the simplicity of this. The main wall is
nothing more than a plane at z,0.1 . I then applied a .dem converted
to .tga as a bumpmap. I let it tile it self in all directions. I took
the same image and produced a 256 gray scale .tga from it and applied
it as an image map with the same scale and rotations as the bump map
for the colors you see.  That is how I managed to get exactly 256
shades of gray in this image. ?:)

  This was looking ok but it was too uniform and you could see the
repetition in the tiling effect. I tried to think of a way around it
and for the first time ever it occured to me that it might just be
possible to add turbulence to an image map and bump map. I tried it
and guess what ? It worked. Not only did it get rid of the repeat
tiling artifacts it also gave those really nice looking wandering
cracks you see in the image. There is one HF object way to the right
of the image to block the dark sky but was not really needed for the
it to work.

  The plane in the foreground was also treated the same as the vertical
wall.


-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Rudy Velthuis
Subject: Re: Obscurity
Date: 21 Mar 1999 14:53:33
Message: <36f54e3d.0@news.povray.org>
Psychomek schrieb in Nachricht <36F### [at] cyberhighwaynet>...
>I Love it! looks so REAL.... and is that a person in the stone work? (a
rough
>statue maybe?)


Looks like it. Perhaps this is some kind of self portrait. <g>

--
Rudy


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From: Jay Duger
Subject: Re: Obscurity
Date: 21 Mar 1999 15:16:25
Message: <36F5536A.84D29EBC@hawaii.rr.com>
Ken wrote:
> 
> Spider wrote:
> >
> > whoooa...
> > are they height_fields ??
> >
> > they look great..
> 
>  Your not going to believe the simplicity of this. The main wall is
> nothing more than a plane at z,0.1 . I then applied a .dem converted
> to .tga as a bumpmap. I let it tile it self in all directions. I took
> the same image and produced a 256 gray scale .tga from it and applied
> it as an image map with the same scale and rotations as the bump map
> for the colors you see.  That is how I managed to get exactly 256
> shades of gray in this image. ?:)
> 
>   This was looking ok but it was too uniform and you could see the
> repetition in the tiling effect. I tried to think of a way around it
> and for the first time ever it occured to me that it might just be
> possible to add turbulence to an image map and bump map. I tried it
> and guess what ? It worked. Not only did it get rid of the repeat
> tiling artifacts it also gave those really nice looking wandering
> cracks you see in the image. There is one HF object way to the right
> of the image to block the dark sky but was not really needed for the
> it to work.

	That's quite clever. I'd not thought to apply turbulence to image or
bump maps. Still, how did you manage to get the human figure to step
from the wall? Also, is it my imagination, or is that a horse head to
the right of the man?

> 
>   The plane in the foreground was also treated the same as the vertical
> wall.
> 
> --
> Ken Tyler
> 
> mailto://tylereng@pacbell.net

-- 
Jay Dugger
Sometimes the delete key is your best friend.


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