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This is a test image I made with the new PCM Hair macro by Chris Colefax.
Looks quite promising.
(Someone asked for a black cat; what do you think about this?)
Post a reply to this message
Attachments:
Download 'cat2.jpg' (176 KB)
Download 'cat2cmp.jpg' (42 KB)
Preview of image 'cat2.jpg'
Preview of image 'cat2cmp.jpg'
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Cute!!!
Really cute.....
he looks like he is drying from beeing wet or something(cats fur is much
smoother...)
this macro looks like it'll becmoe really great.
--
//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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I am by no means an expert on macros and how to model hair, well actually I hardly
know anything about these. But as far
as far as I can tell it looks like each of the hairs is a separate object, or is this
some sort of complex texture
macro? I also remember you mentioning meshes. Anyways I can't see how any of these
options, exempt maybe the texturing
one could produce such low parse and render times. 14 second's!!! Unless these times
are for the hairless cat.
Nieminen Mika wrote:
> This is a test image I made with the new PCM Hair macro by Chris Colefax.
> Looks quite promising.
>
> (Someone asked for a black cat; what do you think about this?)
>
> [Image]
>
> This is a picture of the cat model without fur (and with a whiter skin)
> (for comparison)
>
> [Image]
>
> The source code of the image:
>
> #include "colors.inc"
> #include "textures.inc"
>
> camera { location <400,200,200> look_at 0 angle 35 }
> light_source { <0,40,400> x+y*.5 }
> light_source { <200,-100,0> x+y*.5 }
> light_source { <200,600,-200> 1 }
>
> #include "pcmhair.mcr"
> #declare hair_length = 5;
> #declare hair_thickness = 1;
> #declare hair_rotation = z*75*1.5;
> #declare hair_sky = y;
> #declare hairs_per_patch = 20;
> #declare hair_patch_size = 12;
> #declare hair_rotate_to_surface = true;
> #declare hair_objects_per_unit = .08;
> #declare hair_radius=150;
> #declare hair_thickness_curvature=1;
> #declare hair_texture=texture { pigment { rgb .1 } finish { specular .3 roughness .2
} }
> triangle_patch_hairs_object ()
>
> union
> { object { read_mesh("cat.pcm") pigment { rgb .1 } }
> sphere { 0,5 scale <1,1,.7> translate <-35,48,55> }
> sphere { 0,5 scale <1,1,.7> translate <-35,29,58> }
> pigment { rgb 0 } finish { specular .8 roughness .03 }
> rotate <-90,120,0>
> }
>
> blob
> { threshold .1
> sphere { <-50,0,-50>,100,.5 }
> sphere { <50,0,-50>,100,.5 }
> sphere { <50,0,50>,100,.5 }
> sphere { <-50,0,50>,100,.5 }
> pigment { rgb x }
> normal { bumps .1 scale 30 }
> finish { specular .1 roughness .1 crand .04 }
> scale <1,.5,1>
> translate -y*130
> }
>
> plane { y,-150 pigment { DMFWood1 scale 20 rotate y*-90 } }
> plane { x,-120*2 pigment { DMFWood4 scale 20 rotate x*90 } }
> box { <-120*2,-150,-10000><-120*2+10,-110,10000> pigment { DMFWood1 scale 20 } }
>
> -------------------------------------
>
> Statistics of the image:
>
> Preset INI file is 'E:\PROGRAM FILES\POV-RAY FOR WINDOWS
V3.1\RENDERER\QUICKRES.INI', section is '[640x480, No AA]'.
> Preset source file is 'C:\My Documents\cat.pov'.
> Rendering using command line '+a0.1'.
> Persistence of Vision(tm) Ray Tracer Version 3.1e.msvc
> This is an official version prepared by the POV-Ray Team(tm). See the
> documentation on how to contact the authors or post a message on
> CompuServe's GO POVRAY Forum. Also visit http://www.povray.org/.
> Copyright 1999 POV-Ray Team(tm)
> This Windows version by Christopher J. Cason
> Parsing Options
> Input file: C:\My Documents\cat.pov (compatible to version 3.1)
> Remove bounds........On Split unions........Off
> Library paths: e:\Program Files\POV-Ray for Windows v3.1\INCLUDE
> Output Options
> Image resolution 640 by 480 (rows 1 to 480, columns 1 to 640).
> Output file: cat.tga, 24 bpp RLE Targa, 50 KByte buffer
> Graphic display......On (type: 0, palette: 3, gamma: 2.2)
> Mosaic preview......Off
> Continued trace.....Off Allow interruption..Off Pause when done.....Off
> Verbose messages.....On
> Tracing Options
> Quality: 9
> Bounding boxes.......On Bounding threshold: 3
> Light Buffer.........On Vista Buffer.........On Draw Vista Buffer...Off
> Antialiasing.........On (Method 1, Threshold 0.100, Depth 3, Jitter 1.00)
> Radiosity...........Off
> Animation Options
> Clock value.... 0.000 (Animation off)
> Redirecting Options
> All Streams to console..........On
> Debug Stream to console.........On
> Fatal Stream to console.........On
> Render Stream to console........On
> Statistics Stream to console....On
> Warning Stream to console.......On
>
> Scene contains 6080 frame level objects; 2 infinite.
>
> C:\My Documents\cat.pov Statistics, Resolution 640 x 480
> ----------------------------------------------------------------------------
> Pixels: 307840 Samples: 2010152 Smpls/Pxl: 6.53
> Rays: 2010152 Saved: 0 Max Level: 1/5
> ----------------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
> Blob 2279287 882165 38.70
> Blob Component 2716095 2589872 95.35
> Blob Bound 9117148 2716095 29.79
> Box 198671 198671 100.00
> Mesh 76533812 2716311 3.55
> Plane 12048152 4959129 41.16
> Sphere 38587 6159 15.96
> Triangle 2560061 601681 23.50
> Bounding Box 442314541 187397797 42.37
> Light Buffer 306921504 162497346 52.94
> Vista Buffer 179620976 136332090 75.90
> ----------------------------------------------------------------------------
> Roots tested: 1292661 eliminated: 50915
> Calls to Noise: 0 Calls to DNoise: 4564707
> ----------------------------------------------------------------------------
> Shadow Ray Tests: 9429161 Succeeded: 1935921
> ----------------------------------------------------------------------------
> Smallest Alloc: 25 bytes Largest: 51224
> Peak memory used: 6172936 bytes
> ----------------------------------------------------------------------------
> Time For Parse: 0 hours 0 minutes 14.0 seconds (14 seconds)
> Time For Trace: 0 hours 13 minutes 0.0 seconds (780 seconds)
> Total Time: 0 hours 13 minutes 14.0 seconds (794 seconds)
>
> Returned from renderer
> POV-Ray finished
>
> My computer is a PentiumII 350MHz with 64M of memory.
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
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Thomas Lake wrote:
>
> I am by no means an expert on macros and how to model hair, well actually I hardly
know anything about these. But as far
> as far as I can tell it looks like each of the hairs is a separate object, or is
this some sort of complex texture
> macro? I also remember you mentioning meshes. Anyways I can't see how any of these
options, exempt maybe the texturing
> one could produce such low parse and render times. 14 second's!!! Unless these times
are for the hairless cat.
If you look closer at the reported stats you will see that there are just
over 6000 objects in the scene. That is a walk in the park to parse. It is
when you have 50k or more objects that the memory and parsing overhead
become really noticable. What surprises me the most is the scale of the
object vs. the number of hairs it took to get full coverage. The camera
is a couple hundred units away from the object which implies to me
that it must be near a hundred pov units in size to fill the image the
way it does. I can't imagine how the object count is so low and the
coverage is so good. It may be a trick of the mesh compression utility
that Warp is running it through.
--
Ken Tyler
mailto://tylereng@pacbell.net
Post a reply to this message
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My 2 cents on the object count problems : a mesh made of millions of individual
triangles still counts as one object. So if
the macro creates "patches" of hair, you can have 6000 patches and a really large
number of individual hair strands. I have a
macro that creates a prairie by collating meshes of grass patches (n x n individual
blades). The parsing & render time are
incredibly low in spite of the complexity. Of course, to do this on a curved object is
typical Colefax magic...
Gilles Tran
Ken wrote:
> If you look closer at the reported stats you will see that there are just
> over 6000 objects in the scene. That is a walk in the park to parse. It is
> when you have 50k or more objects that the memory and parsing overhead
> become really noticable. What surprises me the most is the scale of the
> object vs. the number of hairs it took to get full coverage. The camera
> is a couple hundred units away from the object which implies to me
> that it must be near a hundred pov units in size to fill the image the
> way it does. I can't imagine how the object count is so low and the
> coverage is so good. It may be a trick of the mesh compression utility
> that Warp is running it through.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
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That is one hairy cat. Really good.
Can you do curly hair with this new macro? A mate of mine had a
white cat with thick curly hair, his name was Shankly even though
they were Everton supporters.
Cheers
Steve
PS: I'm going to wait until Haloween and make this my wallpaper.
Nieminen Mika wrote:
>
> This is a test image I made with the new PCM Hair macro by Chris Colefax.
> Looks quite promising.
>
> (Someone asked for a black cat; what do you think about this?)
>
> [Image]
>
> This is a picture of the cat model without fur (and with a whiter skin)
> (for comparison)
>
> [Image]
>
> The source code of the image:
>
> #include "colors.inc"
> #include "textures.inc"
>
> camera { location <400,200,200> look_at 0 angle 35 }
> light_source { <0,40,400> x*.5 }
> light_source { <200,-100,0> x*.5 }
> light_source { <200,600,-200> 1 }
>
> #include "pcmhair.mcr"
> #declare hair_length = 5;
> #declare hair_thickness = 1;
> #declare hair_rotation = z*75*1.5;
> #declare hair_sky = y;
> #declare hairs_per_patch = 20;
> #declare hair_patch_size = 12;
> #declare hair_rotate_to_surface = true;
> #declare hair_objects_per_unit = .08;
> #declare hair_radius=150;
> #declare hair_thickness_curvature=1;
> #declare hair_texture=texture { pigment { rgb .1 } finish { specular .3 roughness .2
} }
> triangle_patch_hairs_object ()
>
> union
> { object { read_mesh("cat.pcm") pigment { rgb .1 } }
> sphere { 0,5 scale <1,1,.7> translate <-35,48,55> }
> sphere { 0,5 scale <1,1,.7> translate <-35,29,58> }
> pigment { rgb 0 } finish { specular .8 roughness .03 }
> rotate <-90,120,0>
> }
>
> blob
> { threshold .1
> sphere { <-50,0,-50>,100,.5 }
> sphere { <50,0,-50>,100,.5 }
> sphere { <50,0,50>,100,.5 }
> sphere { <-50,0,50>,100,.5 }
> pigment { rgb x }
> normal { bumps .1 scale 30 }
> finish { specular .1 roughness .1 crand .04 }
> scale <1,.5,1>
> translate -y*130
> }
>
> plane { y,-150 pigment { DMFWood1 scale 20 rotate y*-90 } }
> plane { x,-120*2 pigment { DMFWood4 scale 20 rotate x*90 } }
> box { <-120*2,-150,-10000><-120*2,-110,10000> pigment { DMFWood1 scale 20 } }
>
> -------------------------------------
>
> Statistics of the image:
>
> Preset INI file is 'E:\PROGRAM FILES\POV-RAY FOR WINDOWS
V3.1\RENDERER\QUICKRES.INI', section is '[640x480, No AA]'.
> Preset source file is 'C:\My Documents\cat.pov'.
> Rendering using command line '.1'.
> Persistence of Vision(tm) Ray Tracer Version 3.1e.msvc
> This is an official version prepared by the POV-Ray Team(tm). See the
> documentation on how to contact the authors or post a message on
> CompuServe's GO POVRAY Forum. Also visit http://www.povray.org/.
> Copyright 1999 POV-Ray Team(tm)
> This Windows version by Christopher J. Cason
> Parsing Options
> Input file: C:\My Documents\cat.pov (compatible to version 3.1)
> Remove bounds........On Split unions........Off
> Library paths: e:\Program Files\POV-Ray for Windows v3.1\INCLUDE
> Output Options
> Image resolution 640 by 480 (rows 1 to 480, columns 1 to 640).
> Output file: cat.tga, 24 bpp RLE Targa, 50 KByte buffer
> Graphic display......On (type: 0, palette: 3, gamma: 2.2)
> Mosaic preview......Off
> Continued trace.....Off Allow interruption..Off Pause when done.....Off
> Verbose messages.....On
> Tracing Options
> Quality: 9
> Bounding boxes.......On Bounding threshold: 3
> Light Buffer.........On Vista Buffer.........On Draw Vista Buffer...Off
> Antialiasing.........On (Method 1, Threshold 0.100, Depth 3, Jitter 1.00)
> Radiosity...........Off
> Animation Options
> Clock value.... 0.000 (Animation off)
> Redirecting Options
> All Streams to console..........On
> Debug Stream to console.........On
> Fatal Stream to console.........On
> Render Stream to console........On
> Statistics Stream to console....On
> Warning Stream to console.......On
>
> Scene contains 6080 frame level objects; 2 infinite.
>
> C:\My Documents\cat.pov Statistics, Resolution 640 x 480
> ----------------------------------------------------------------------------
> Pixels: 307840 Samples: 2010152 Smpls/Pxl: 6.53
> Rays: 2010152 Saved: 0 Max Level: 1/5
> ----------------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
> Blob 2279287 882165 38.70
> Blob Component 2716095 2589872 95.35
> Blob Bound 9117148 2716095 29.79
> Box 198671 198671 100.00
> Mesh 76533812 2716311 3.55
> Plane 12048152 4959129 41.16
> Sphere 38587 6159 15.96
> Triangle 2560061 601681 23.50
> Bounding Box 442314541 187397797 42.37
> Light Buffer 306921504 162497346 52.94
> Vista Buffer 179620976 136332090 75.90
> ----------------------------------------------------------------------------
> Roots tested: 1292661 eliminated: 50915
> Calls to Noise: 0 Calls to DNoise: 4564707
> ----------------------------------------------------------------------------
> Shadow Ray Tests: 9429161 Succeeded: 1935921
> ----------------------------------------------------------------------------
> Smallest Alloc: 25 bytes Largest: 51224
> Peak memory used: 6172936 bytes
> ----------------------------------------------------------------------------
> Time For Parse: 0 hours 0 minutes 14.0 seconds (14 seconds)
> Time For Trace: 0 hours 13 minutes 0.0 seconds (780 seconds)
> Total Time: 0 hours 13 minutes 14.0 seconds (794 seconds)
>
> Returned from renderer
> POV-Ray finished
>
> My computer is a PentiumII 350MHz with 64M of memory.
>
> --
> main(i,_){for(_?--i,main(i,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Steve <sjl### [at] ndirectcouk> wrote:
: Can you do curly hair with this new macro?
Of course.
You can also use any object as a hair object. Chris has even a sample
scene which uses ttf letters as hair objects (!)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
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