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From: Steven Pigeon
Subject: Metal HedgeHog final image
Date: 14 Apr 1999 22:49:55
Message: <37154494.FAB04F37@iro.umontreal.ca>
took 1d19h33m12s to render on a p2 233mhz.
A couple of new objects, including a bodum(tm?)
coffee cup and a quill pen.

Source included!

Best,

    S.

--
----------------------------------------------------------
Steven Pigeon                     Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca           Topics: data compression,
pig### [at] jspumontrealca          signal processing,
ste### [at] researchattcom           non stationnary signals
                                  and wavelets.
----------------------------------------------------------
         http://www.iro.umontreal.ca/~pigeon


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Attachments:
Download 'hedgehog_3.jpg' (136 KB) Download 'hedgehog.pov.txt' (9 KB)

Preview of image 'hedgehog_3.jpg'
hedgehog_3.jpg

From: Spider
Subject: Re: Metal HedgeHog final image
Date: 14 Apr 1999 23:15:56
Message: <37154AC4.6E5D21B7@bahnhof.se>
wheem that is some rendertime...
I like the cup, although the fluid in it seeems... Odd in some way...
The pen is great, as well as the image..
The glyphs on the paper is a good touch.

a question, ows your desktop(pc one) really look like that?
I think the desk looks very clean(where are the cd's?, why aren't there more
paper and so on) it looks like my grandmothers desk. (everything in drawers,
nothing is ever used on a regular basis)

That paperweight still looks like it would maim the one who moves it... hehe.

I like the caustics... hmm.. how tall is the person at that screen ?? I just
realised the angle between deskk/keyboard and screen is... painful unless he is
far taller than 1.90...



Steven Pigeon wrote:
> 
> took 1d19h33m12s to render on a p2 233mhz.
> A couple of new objects, including a bodum(tm?)
> coffee cup and a quill pen.
> 
> Source included!
> 
> Best,
> 
>     S.
> 
> --
> ----------------------------------------------------------
> Steven Pigeon                     Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca           Topics: data compression,
> pig### [at] jspumontrealca          signal processing,
> ste### [at] researchattcom           non stationnary signals
>                                   and wavelets.
> ----------------------------------------------------------
>          http://www.iro.umontreal.ca/~pigeon
> 
>   --------------------------------------------------------------------------------
>  [Image]
> 
>                    Name: hedgehog.pov
>    hedgehog.pov    Type: POV-Ray scene file
(application/x-unknown-content-type-POV-Ray.Scene)
>                Encoding: base64

-- 
//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"


Post a reply to this message

From: Steven Pigeon
Subject: Re: Metal HedgeHog final image
Date: 14 Apr 1999 23:27:59
Message: <37154DC8.AFD208B@iro.umontreal.ca>
Spider wrote:

> wheem that is some rendertime...

That gives me time to get the _other_ things done!

> I like the cup, although the fluid in it seeems... Odd in some way...

What's wrong with mud tea??? :-) Yeah, I've tried for some time toget the exact hue of
my cup of
coffee, but never succeeded. If
some one's willing to produce an array of textures that match each
kind of coffee, I'd be happy !!! (my favorite is Hawai'i Kona Black).

> The pen is great, as well as the image..

If you look carefully, the tip of the pen is the same shape asthe scales of the
hedgehog, except for
the bubble and the slit.

> The glyphs on the paper is a good touch.

They're (a part of ) the actual transcription of the Gurob manuscriptrelating some
folk story or the
other.

> a question, ows your desktop(pc one) really look like that?

No. I have a couple o' PCs stacked in my home office, and I have a 17"optiquest v775b
screen (in the
top five of Byte's last year best buys
for a screen). It is massive, but I didn't feel like modeling it. The Keyboard
was stolen from an object repository.

> I think the desk looks very clean(where are the cd's?, why aren't there more
> paper and so on) it looks like my grandmothers desk. (everything in drawers,
> nothing is ever used on a regular basis)

I actually keep my desk rather clean... But you should see the book shelves!!!I may
add a couple of
thingies (like papers clips, other pen and pencils, and
maybe a book or two).

>
>
> That paperweight still looks like it would maim the one who moves it... hehe.

That's the point!

> I like the caustics... hmm.. how tall is the person at that screen ?? I just
> realised the angle between deskk/keyboard and screen is... painful unless he is
> far taller than 1.90...

Or just closer?

>
>
> Steven Pigeon wrote:
> >
> > took 1d19h33m12s to render on a p2 233mhz.
> > A couple of new objects, including a bodum(tm?)
> > coffee cup and a quill pen.
> >
> > Source included!
> >
> > Best,
> >
> >     S.
> >
> > --
> > ----------------------------------------------------------
> > Steven Pigeon                     Ph. D. Student.
> > University of Montreal.
> > pig### [at] iroumontrealca           Topics: data compression,
> > pig### [at] jspumontrealca          signal processing,
> > ste### [at] researchattcom           non stationnary signals
> >                                   and wavelets.
> > ----------------------------------------------------------
> >          http://www.iro.umontreal.ca/~pigeon
> >
> >   --------------------------------------------------------------------------------
> >  [Image]
> >
> >                    Name: hedgehog.pov
> >    hedgehog.pov    Type: POV-Ray scene file
(application/x-unknown-content-type-POV-Ray.Scene)
> >                Encoding: base64
>
> --
> //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"



--
----------------------------------------------------------
Steven Pigeon                     Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca           Topics: data compression,
pig### [at] jspumontrealca          signal processing,
ste### [at] researchattcom           non stationnary signals
                                  and wavelets.
----------------------------------------------------------
         http://www.iro.umontreal.ca/~pigeon


Post a reply to this message

From: Bob Hughes
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 00:23:07
Message: <37155B69.C1FBF356@aol.com>
This makes for a good picture. I gave it a bit of thought about the blue
handle appearing to be reflection blurring but decided it must be the
area light instead. Trying to figure the texture on that metallic
beastie isn't easy, looks to be tempered steel-like but judging by the
reflection in the lamp base and it's blue shade and that monitor I'm
guessing it is solely due to reflection alone giving it the rainbow of
colors.
The mug (cup) appears to be lacking a base of thick glass. And (not thru
critiquing yet :) that darned top sheet of paper at the near edge is
goofing with the nice group of papers look as well.
I wouldn't have noticed the pen nib being same object as those others if
it weren't mentioned.
Question. Was 'jitter' used in the photon map of the cup? Oh, wait, I
forgot that the photon mapping wasn't made to work right with area
lights either so this is actually a point source caustic we see I guess.
Good going Steven. But if I see those little beady red eyes and dixie
cup of a snout on the beast again I may have to import it into a image
processing program then select and cut. Sorry, just my personal tastes
showing, please excuse me ;)


Steven Pigeon wrote:
> 
> took 1d19h33m12s to render on a p2 233mhz.
> A couple of new objects, including a bodum(tm?)
> coffee cup and a quill pen.
> 
> Source included!
> 
> Best,
> 
>     S.
> 
> --
> ----------------------------------------------------------
> Steven Pigeon                     Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca           Topics: data compression,
> pig### [at] jspumontrealca          signal processing,
> ste### [at] researchattcom           non stationnary signals
>                                   and wavelets.
> ----------------------------------------------------------
>          http://www.iro.umontreal.ca/~pigeon
> 
>   ------------------------------------------------------------------------
>  [Image]
> 
>   ------------------------------------------------------------------------
> 
> #include "colors.inc"
> #include "metals.inc"
> #include "stones.inc"
> #include "glass.inc"
> #include "woods.inc"
> 
> #declare K = 7;
> // no default radiosity
> //global_settings { ambient_light  Black  }
> 
> //background { Blue }
> 
> plane { y,0 texture { T_Wood1 } scale 4}
> 
> plane { x, -30
>         texture
>          {
>           brick texture { pigment { Black } }  ,
>                 texture { T_Stone8 }
>           mortar 0.5
>           brick_size <1,1,2>*5
>          }
>       }
> 
> plane { z, 30
>         texture
>          {
>           brick texture { pigment { Black } }  ,
>                 texture { T_Stone8 }
>           mortar 0.5
>           brick_size <2,1,1>*5
>          }
>       }
> 
> //light_source { <20,10,-5> color White }
> //light_source { <-20,20,-5> color White }
> 
> camera { location <20,10,-25> look_at <0,0,0> }
> //camera { location <20,10,-25>*0.4 look_at <0,2.5,0> }
> 
> ////////////////////////////////////////////////
> #declare QuillPoint=
> difference
>  {
> 
>   prism
>    {
>     linear_sweep
>     linear_spline
>     0,0.5
>     7,
>     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> 
>     rotate <-90,0,0>
> 
>    }
> 
>   union
>    {
>     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
>     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
>    }
> 
>   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> 
>   sphere{ 0 0.2 translate <0,3,-0.5> }
>   box{ <-0.01,3,-1> <+0.01,6,+1> pigment { Black } }
>   scale <1,1.5,1>
>  }
> 
> ////////////////////////////////////////////////
> #declare QuillTexture = texture { T_Silver_5A  finish { irid { 0.35 thickness .5
turbulence .5}} }
> 
> ////////////////////////////////////////////////
> #declare Quill =
> union
>  {
>   // pointe
>   object
>   {
>    QuillPoint
>    texture { QuillTexture }
>   }
> 
>   // Gugusse
> 
>   cylinder { <0,-2,0> <0,2,0> 1.2 pigment { Black } finish { F_MetalA } }
> 
>   #declare px = 1.6;
>   #declare c  = 0;
> 
>   #while (c<9)
>    cylinder { <0,px-0.2,0> <0,px+0.02,0> 1.3 texture { T_Silver_5A } }
>    #declare px = px -0.4;
>    #declare c = c+1;
>   #end // while
> 
>  cylinder { <0,-2,0> < 0,-20,0> 1.4 pigment { Black } finish { F_MetalA } }
> }
> 
> ////////////////////////////////////////////////
> 
> ////////////////////////////////////////////////
> #declare Scale=
> difference
>  {
> 
>   prism
>    {
>     linear_sweep
>     linear_spline
>     0,0.5
>     7,
>     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> 
>     rotate <-90,0,0>
> 
>    }
> 
>   union
>    {
>     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
>     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
>    }
> 
>   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> 
>  }
> 
> 
> ////////////////////////////////////////////////
> #declare Paw=
>  difference
>   {
>    union
>     {
>      sphere { 0, 1 }
>      sphere { 0 0.3 translate < sqrt(2),0, sqrt(2)>/2}
>      sphere { 0 0.3 translate <-sqrt(2),0, sqrt(2)>/2}
>      sphere { 0 0.3 translate < sqrt(2),0,-sqrt(2)>/2}
>      sphere { 0 0.3 translate <-sqrt(2),0,-sqrt(2)>/2}
>      sphere { 0 0.3 translate <0,0,-1> }
>     }
>    box{ <-2,-1,-2>, <2,0,2> }
>   }
> 
> ////////////////////////////////////////////////////////////////
> // body
> 
> //#declare HogTexture = texture { pigment { Green } }
> #declare HogTexture = texture { T_Silver_5E  finish { irid { 0.35 thickness .5
turbulence .5}} }
> #declare EyesTexture = texture { pigment { Red } }
> 
> #declare rayon = 5;
> 
> // pattes
> object { Paw translate <  sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> object { Paw translate < -sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> object { Paw translate <  sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> object { Paw translate < -sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> 
> // body
> difference
>  {
>   sphere {0,rayon}
>   box { <-rayon-0.1,-rayon-0.1,-rayon-0.1> <rayon+0.1, 0.5,rayon+0.1> }
>   texture { HogTexture }
>  }
> 
> // Face
> difference
>  {
>   cone { <0,2,-rayon+2> 2.9 <0,1,-rayon-3> 0 scale <1,0.75,1> }
>   box { <-1,0,-rayon-3> <1,3,-rayon-2+0.5> }
>   texture { HogTexture }
>  }
> 
> // eyes
> sphere { 0, 0.3 texture { EyesTexture } translate <-0.75,2.25,-rayon-0.5> }
> sphere { 0, 0.3 texture { EyesTexture } translate <+0.75,2.25,-rayon-0.5> }
> 
> ////////////////////////////////////////////////////////////////
> // scales
> 
> #declare dapos = 15;
> #declare dzpos = 0.5;
> #declare c = 1;
> #declare zpos = -rayon +0.5;
> 
> #while (zpos < rayon)
> 
>  #if (c=1)
>   #declare apos = -90+7.5;
>   #declare lpos = +90-7.5;
>   #declare c=0;
>  #else
>   #declare apos = -75;
>   #declare lpos =  75;
>   #declare c=1;
>  #end
> 
>  #while (apos<90)
> 
>   object
>    {
>     Scale
>     scale 0.5
>     rotate <15,0,0> // tilt
>     translate <0, sqrt(pow(rayon,2)-pow(zpos,2)), zpos> // translate
>     rotate <0,0,apos> // rotate around main axis
>     translate <0,0.5,0>
> 
>     texture { HogTexture }
>    }
>   #declare apos = apos+dapos;
>  #end // apos
>  #declare zpos = zpos + dzpos;
> #end // zpos
> 
> ////////////////////////////////////////////////////////////////
> // autre cochonneries dans le decor
> 
> object
>  {
>   #declare LampColor= White;
>   #declare LampGranularity=K;
>   #include "..\OtherIncludes\Table_lamp.inc"
>   scale 7
>   translate <-10,0,-12>
>  }
> 
> object
>  {
>   Quill
>   scale 0.25
>   rotate <90,0,0>
>   rotate <0,0,34>
>   rotate <0,180+31,0>
>   translate <+5,0.25+0.1,-10> // +0.1= epaisseur de la stack de papier
>  }
> 
> cylinder { <3.5,0,-12> <3.5,3,-12> 0.25*1.4  pigment { Black } finish { F_MetalA } }
> 
> object
>  {
>   #declare ComputerScreenDisplay =
"c:/user/testdata/images/screenshots/desktop7.tga"
>   #declare ComputerScreenRadiance = K;
>   #declare ComputerScreenAngle = 10;
>   #include "..\otherIncludes\ComputerScreen.inc"
>   scale 16
>   rotate <0,11,0>
>   //translate <1.5,0,-1>
>   translate <15,0,15>
>  }
> 
> 
> #include "..\otherIncludes\keyboard.inc"
> 
> object
>  {
>   Keyboard
>   scale 12
>   scale <1,0.5,1>
>   rotate <0,-12,0>
>   translate <20,0,-15>
>  }
> 
> // stack of paper
> 
> // top of stack
> #declare c = 1;
> #declare r = seed(0);
> #while (c<10)
> polygon
>  {
>   4, <0,0>, <0,1>,<1,1>,<1,0>
>   scale <.483,.722,1>
> 
>   scale 20
> 
>   rotate <90,0,0>
>   rotate <0,(rand(r)-rand(r))*10,0>
>   translate <2+rand(r)-rand(r),0.01*c,-15-(rand(r)+rand(r))>
>   pigment { White }
>  }
> 
>  #declare c=c+1;
> #end
> 
> polygon
>  {
>   4, <0,0>, <0,1>,<1,1>,<1,0>
>   pigment
>    {
>     image_map { gif "c:\user\testdata\images\bilevel\hiero\am24.gif" interpolate 4}
>    }
> 
>   scale <.483,.722,1>
> 
>   scale 20
> 
>   rotate <90,0,0>
>   rotate <0,-15,0>
>   translate <2,0.1,-15>
> 
>  }
> 
> 
> ///////////////////////////////////////////////////////
> 
> // bodum cup of coffee... kind of
> 
> //#declare TextureAnse = pigment { Blue }
> #declare TextureAnse = texture {
>           pigment { color rgbft < 0,0,0.9, 0.99, 0.3 > }
> 
>           finish
>             {
>              //roughness 0.05
>              specular 1
>              ambient 0
>              diffuse 0
>              refraction on // helps a lot!
>              ior 1.5
>              refraction 0.9
>              reflection 0.15
>              caustics 0.7
>             }
>          }
> 
> #declare CoffeeTexture = texture {
>           pigment { color rgbft < 0.3,0.16,0.10, 1, 0.3 > } // reddish-brown
> 
>           finish
>             {
>              //roughness 0.05
>              specular 0.1
>              ambient 0
>              diffuse 0
>              refraction on // helps a lot!
>              ior 1.5
>              refraction 0.9
>              reflection 0.15
>              caustics 0.5
>             }
>          }
> 
> // cup
> union
>  {
>   merge // cup
>    {
>     lathe
>      {
>       linear_spline
>       //cubic_spline
>       8,
>       <0,0>,<4,0>,<4,5>,<4.2,5.9>,<4,6>,<3.9,5>,<3.9,0.1>,<0,0.1>
>      }
>     torus { 4.1 0.075 translate <0,5.95> }
>     texture { T_Glass3 } interior { I_Glass } finish { caustics 1.5 }
>    }
>  cylinder { <0,0.01,0> <0,3.2,0> 3.89 texture { CoffeeTexture}  } // coffee
>  cylinder { <0,4.5,0> <0,5,0> 4.01 open texture { T_Silver_5E } } // ring
>  box { <-0.5,4.5,-5> <+0.5,5,-4>  texture {T_Silver_5E} } // joint (?)
>  difference // poignee
>   {
>    superellipsoid { <0.25, 0.25> scale <0.2,1,1.5> texture { TextureAnse } } //
frosted blue
>    superellipsoid { <0.25, 0.25> scale <1,0.7,1.5*0.65> }
>    box { <-1,-1,-0.01> <+1,+1,+2> }
>    scale 2
>    translate <0,3,-4>
>   }
>  scale <0.5,1,0.5>
>  translate <2,0,-15>
> }

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


Post a reply to this message

From: Bob Hughes
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 00:30:08
Message: <37155D06.1B20ABF5@aol.com>
Jokes on me I guess. Like the fool I am, I neglected to notice the
script was presented as well. Only regular caustics used eh? And the
metal is iridesence I see. How wrong can I get?
<insert evil laugh here> Guess I get to do some pov script changes to
the metallic beastie, now that it's out of your hands Steven...


Bob Hughes wrote:
> 
> This makes for a good picture. I gave it a bit of thought about the blue
> handle appearing to be reflection blurring but decided it must be the
> area light instead. Trying to figure the texture on that metallic
> beastie isn't easy, looks to be tempered steel-like but judging by the
> reflection in the lamp base and it's blue shade and that monitor I'm
> guessing it is solely due to reflection alone giving it the rainbow of
> colors.
> The mug (cup) appears to be lacking a base of thick glass. And (not thru
> critiquing yet :) that darned top sheet of paper at the near edge is
> goofing with the nice group of papers look as well.
> I wouldn't have noticed the pen nib being same object as those others if
> it weren't mentioned.
> Question. Was 'jitter' used in the photon map of the cup? Oh, wait, I
> forgot that the photon mapping wasn't made to work right with area
> lights either so this is actually a point source caustic we see I guess.
> Good going Steven. But if I see those little beady red eyes and dixie
> cup of a snout on the beast again I may have to import it into a image
> processing program then select and cut. Sorry, just my personal tastes
> showing, please excuse me ;)
> 
> Steven Pigeon wrote:
> >
> > took 1d19h33m12s to render on a p2 233mhz.
> > A couple of new objects, including a bodum(tm?)
> > coffee cup and a quill pen.
> >
> > Source included!
> >
> > Best,
> >
> >     S.
> >
> > --
> > ----------------------------------------------------------
> > Steven Pigeon                     Ph. D. Student.
> > University of Montreal.
> > pig### [at] iroumontrealca           Topics: data compression,
> > pig### [at] jspumontrealca          signal processing,
> > ste### [at] researchattcom           non stationnary signals
> >                                   and wavelets.
> > ----------------------------------------------------------
> >          http://www.iro.umontreal.ca/~pigeon
> >
> >   ------------------------------------------------------------------------
> >  [Image]
> >
> >   ------------------------------------------------------------------------
> >
> > #include "colors.inc"
> > #include "metals.inc"
> > #include "stones.inc"
> > #include "glass.inc"
> > #include "woods.inc"
> >
> > #declare K = 7;
> > // no default radiosity
> > //global_settings { ambient_light  Black  }
> >
> > //background { Blue }
> >
> > plane { y,0 texture { T_Wood1 } scale 4}
> >
> > plane { x, -30
> >         texture
> >          {
> >           brick texture { pigment { Black } }  ,
> >                 texture { T_Stone8 }
> >           mortar 0.5
> >           brick_size <1,1,2>*5
> >          }
> >       }
> >
> > plane { z, 30
> >         texture
> >          {
> >           brick texture { pigment { Black } }  ,
> >                 texture { T_Stone8 }
> >           mortar 0.5
> >           brick_size <2,1,1>*5
> >          }
> >       }
> >
> > //light_source { <20,10,-5> color White }
> > //light_source { <-20,20,-5> color White }
> >
> > camera { location <20,10,-25> look_at <0,0,0> }
> > //camera { location <20,10,-25>*0.4 look_at <0,2.5,0> }
> >
> > ////////////////////////////////////////////////
> > #declare QuillPoint=
> > difference
> >  {
> >
> >   prism
> >    {
> >     linear_sweep
> >     linear_spline
> >     0,0.5
> >     7,
> >     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> >
> >     rotate <-90,0,0>
> >
> >    }
> >
> >   union
> >    {
> >     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
> >     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
> >    }
> >
> >   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> >
> >   sphere{ 0 0.2 translate <0,3,-0.5> }
> >   box{ <-0.01,3,-1> <+0.01,6,+1> pigment { Black } }
> >   scale <1,1.5,1>
> >  }
> >
> > ////////////////////////////////////////////////
> > #declare QuillTexture = texture { T_Silver_5A  finish { irid { 0.35 thickness .5
turbulence .5}} }
> >
> > ////////////////////////////////////////////////
> > #declare Quill =
> > union
> >  {
> >   // pointe
> >   object
> >   {
> >    QuillPoint
> >    texture { QuillTexture }
> >   }
> >
> >   // Gugusse
> >
> >   cylinder { <0,-2,0> <0,2,0> 1.2 pigment { Black } finish { F_MetalA } }
> >
> >   #declare px = 1.6;
> >   #declare c  = 0;
> >
> >   #while (c<9)
> >    cylinder { <0,px-0.2,0> <0,px+0.02,0> 1.3 texture { T_Silver_5A } }
> >    #declare px = px -0.4;
> >    #declare c = c+1;
> >   #end // while
> >
> >  cylinder { <0,-2,0> < 0,-20,0> 1.4 pigment { Black } finish { F_MetalA } }
> > }
> >
> > ////////////////////////////////////////////////
> >
> > ////////////////////////////////////////////////
> > #declare Scale=
> > difference
> >  {
> >
> >   prism
> >    {
> >     linear_sweep
> >     linear_spline
> >     0,0.5
> >     7,
> >     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> >
> >     rotate <-90,0,0>
> >
> >    }
> >
> >   union
> >    {
> >     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
> >     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
> >    }
> >
> >   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> >
> >  }
> >
> >
> > ////////////////////////////////////////////////
> > #declare Paw=
> >  difference
> >   {
> >    union
> >     {
> >      sphere { 0, 1 }
> >      sphere { 0 0.3 translate < sqrt(2),0, sqrt(2)>/2}
> >      sphere { 0 0.3 translate <-sqrt(2),0, sqrt(2)>/2}
> >      sphere { 0 0.3 translate < sqrt(2),0,-sqrt(2)>/2}
> >      sphere { 0 0.3 translate <-sqrt(2),0,-sqrt(2)>/2}
> >      sphere { 0 0.3 translate <0,0,-1> }
> >     }
> >    box{ <-2,-1,-2>, <2,0,2> }
> >   }
> >
> > ////////////////////////////////////////////////////////////////
> > // body
> >
> > //#declare HogTexture = texture { pigment { Green } }
> > #declare HogTexture = texture { T_Silver_5E  finish { irid { 0.35 thickness .5
turbulence .5}} }
> > #declare EyesTexture = texture { pigment { Red } }
> >
> > #declare rayon = 5;
> >
> > // pattes
> > object { Paw translate <  sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> > object { Paw translate < -sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> > object { Paw translate <  sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> > object { Paw translate < -sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> >
> > // body
> > difference
> >  {
> >   sphere {0,rayon}
> >   box { <-rayon-0.1,-rayon-0.1,-rayon-0.1> <rayon+0.1, 0.5,rayon+0.1> }
> >   texture { HogTexture }
> >  }
> >
> > // Face
> > difference
> >  {
> >   cone { <0,2,-rayon+2> 2.9 <0,1,-rayon-3> 0 scale <1,0.75,1> }
> >   box { <-1,0,-rayon-3> <1,3,-rayon-2+0.5> }
> >   texture { HogTexture }
> >  }
> >
> > // eyes
> > sphere { 0, 0.3 texture { EyesTexture } translate <-0.75,2.25,-rayon-0.5> }
> > sphere { 0, 0.3 texture { EyesTexture } translate <+0.75,2.25,-rayon-0.5> }
> >
> > ////////////////////////////////////////////////////////////////
> > // scales
> >
> > #declare dapos = 15;
> > #declare dzpos = 0.5;
> > #declare c = 1;
> > #declare zpos = -rayon +0.5;
> >
> > #while (zpos < rayon)
> >
> >  #if (c=1)
> >   #declare apos = -90+7.5;
> >   #declare lpos = +90-7.5;
> >   #declare c=0;
> >  #else
> >   #declare apos = -75;
> >   #declare lpos =  75;
> >   #declare c=1;
> >  #end
> >
> >  #while (apos<90)
> >
> >   object
> >    {
> >     Scale
> >     scale 0.5
> >     rotate <15,0,0> // tilt
> >     translate <0, sqrt(pow(rayon,2)-pow(zpos,2)), zpos> // translate
> >     rotate <0,0,apos> // rotate around main axis
> >     translate <0,0.5,0>
> >
> >     texture { HogTexture }
> >    }
> >   #declare apos = apos+dapos;
> >  #end // apos
> >  #declare zpos = zpos + dzpos;
> > #end // zpos
> >
> > ////////////////////////////////////////////////////////////////
> > // autre cochonneries dans le decor
> >
> > object
> >  {
> >   #declare LampColor= White;
> >   #declare LampGranularity=K;
> >   #include "..\OtherIncludes\Table_lamp.inc"
> >   scale 7
> >   translate <-10,0,-12>
> >  }
> >
> > object
> >  {
> >   Quill
> >   scale 0.25
> >   rotate <90,0,0>
> >   rotate <0,0,34>
> >   rotate <0,180+31,0>
> >   translate <+5,0.25+0.1,-10> // +0.1= epaisseur de la stack de papier
> >  }
> >
> > cylinder { <3.5,0,-12> <3.5,3,-12> 0.25*1.4  pigment { Black } finish { F_MetalA }
}
> >
> > object
> >  {
> >   #declare ComputerScreenDisplay =
"c:/user/testdata/images/screenshots/desktop7.tga"
> >   #declare ComputerScreenRadiance = K;
> >   #declare ComputerScreenAngle = 10;
> >   #include "..\otherIncludes\ComputerScreen.inc"
> >   scale 16
> >   rotate <0,11,0>
> >   //translate <1.5,0,-1>
> >   translate <15,0,15>
> >  }
> >
> >
> > #include "..\otherIncludes\keyboard.inc"
> >
> > object
> >  {
> >   Keyboard
> >   scale 12
> >   scale <1,0.5,1>
> >   rotate <0,-12,0>
> >   translate <20,0,-15>
> >  }
> >
> > // stack of paper
> >
> > // top of stack
> > #declare c = 1;
> > #declare r = seed(0);
> > #while (c<10)
> > polygon
> >  {
> >   4, <0,0>, <0,1>,<1,1>,<1,0>
> >   scale <.483,.722,1>
> >
> >   scale 20
> >
> >   rotate <90,0,0>
> >   rotate <0,(rand(r)-rand(r))*10,0>
> >   translate <2+rand(r)-rand(r),0.01*c,-15-(rand(r)+rand(r))>
> >   pigment { White }
> >  }
> >
> >  #declare c=c+1;
> > #end
> >
> > polygon
> >  {
> >   4, <0,0>, <0,1>,<1,1>,<1,0>
> >   pigment
> >    {
> >     image_map { gif "c:\user\testdata\images\bilevel\hiero\am24.gif" interpolate
4}
> >    }
> >
> >   scale <.483,.722,1>
> >
> >   scale 20
> >
> >   rotate <90,0,0>
> >   rotate <0,-15,0>
> >   translate <2,0.1,-15>
> >
> >  }
> >
> >
> > ///////////////////////////////////////////////////////
> >
> > // bodum cup of coffee... kind of
> >
> > //#declare TextureAnse = pigment { Blue }
> > #declare TextureAnse = texture {
> >           pigment { color rgbft < 0,0,0.9, 0.99, 0.3 > }
> >
> >           finish
> >             {
> >              //roughness 0.05
> >              specular 1
> >              ambient 0
> >              diffuse 0
> >              refraction on // helps a lot!
> >              ior 1.5
> >              refraction 0.9
> >              reflection 0.15
> >              caustics 0.7
> >             }
> >          }
> >
> > #declare CoffeeTexture = texture {
> >           pigment { color rgbft < 0.3,0.16,0.10, 1, 0.3 > } // reddish-brown
> >
> >           finish
> >             {
> >              //roughness 0.05
> >              specular 0.1
> >              ambient 0
> >              diffuse 0
> >              refraction on // helps a lot!
> >              ior 1.5
> >              refraction 0.9
> >              reflection 0.15
> >              caustics 0.5
> >             }
> >          }
> >
> > // cup
> > union
> >  {
> >   merge // cup
> >    {
> >     lathe
> >      {
> >       linear_spline
> >       //cubic_spline
> >       8,
> >       <0,0>,<4,0>,<4,5>,<4.2,5.9>,<4,6>,<3.9,5>,<3.9,0.1>,<0,0.1>
> >      }
> >     torus { 4.1 0.075 translate <0,5.95> }
> >     texture { T_Glass3 } interior { I_Glass } finish { caustics 1.5 }
> >    }
> >  cylinder { <0,0.01,0> <0,3.2,0> 3.89 texture { CoffeeTexture}  } // coffee
> >  cylinder { <0,4.5,0> <0,5,0> 4.01 open texture { T_Silver_5E } } // ring
> >  box { <-0.5,4.5,-5> <+0.5,5,-4>  texture {T_Silver_5E} } // joint (?)
> >  difference // poignee
> >   {
> >    superellipsoid { <0.25, 0.25> scale <0.2,1,1.5> texture { TextureAnse } } //
frosted blue
> >    superellipsoid { <0.25, 0.25> scale <1,0.7,1.5*0.65> }
> >    box { <-1,-1,-0.01> <+1,+1,+2> }
> >    scale 2
> >    translate <0,3,-4>
> >   }
> >  scale <0.5,1,0.5>
> >  translate <2,0,-15>
> > }
> 
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/homepage.htm
>  mailto:inv### [at] aolcom?Subject=PoV-News

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


Post a reply to this message

From: Rygad
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 04:34:39
Message: <3715968f.0@news.povray.org>
Steven, I was just wondering where you got the includes for the monitor and
keyboard, or if you could post them?  I love this image, the hedgehog is
most well done, as are the other objects.  Love the subtle use of
iridescence.

Matt Crawford


Post a reply to this message

From: Steve
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 11:11:11
Message: <3715F2C2.A918B7F1@ndirect.co.uk>
This is superb!

Cheers
Steve

Steven Pigeon wrote:
> 
> took 1d19h33m12s to render on a p2 233mhz.
> A couple of new objects, including a bodum(tm?)
> coffee cup and a quill pen.
> 
> Source included!
> 
> Best,
> 
>     S.
> 
> --
> ----------------------------------------------------------
> Steven Pigeon                     Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca           Topics: data compression,
> pig### [at] jspumontrealca          signal processing,
> ste### [at] researchattcom           non stationnary signals
>                                   and wavelets.
> ----------------------------------------------------------
>          http://www.iro.umontreal.ca/~pigeon
> 
>   -----------------------------------------------------------------
>  [Image]
> 
>                       Name: hedgehog.pov
>    hedgehog.pov       Type: POV-Ray scene file
(application/x-unknown-content-type-POV-Ray.Scene)
>                   Encoding: base64


Post a reply to this message

From: Spider
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 11:53:08
Message: <3715ECF2.40EB4070@bahnhof.se>
Steven Pigeon wrote:
> 
> Spider wrote:
> 
> > wheem that is some rendertime...
> 
> That gives me time to get the _other_ things done!
> 
> > I like the cup, although the fluid in it seeems... Odd in some way...
> 
> What's wrong with mud tea??? :-) Yeah, I've tried for some time toget the exact hue
of my cup of
> coffee, but never succeeded. If
> some one's willing to produce an array of textures that match each
> kind of coffee, I'd be happy !!! (my favorite is Hawai'i Kona Black).
Hmm, I've never really tried... I just did a dark red + black /2 thing for
coffee, and some irid on the surface.
(never had a transparent cup, I don't own one.)
 
> > The pen is great, as well as the image..
> 
> If you look carefully, the tip of the pen is the same shape asthe scales of the
hedgehog, except for
> the bubble and the slit.
hehe, I can see that now.


 
> > The glyphs on the paper is a good touch.
> 
> They're (a part of ) the actual transcription of the Gurob manuscriptrelating some
folk story or the
> other.
Ok.. I can't say "I knew that" .. I have no idea of what you are talking about
:-)
 
> > a question, ows your desktop(pc one) really look like that?
> 
> No. I have a couple o' PCs stacked in my home office, and I have a 
> 17"optiquest v775b screen (in the top five of Byte's last year best buys for 
> a screen). It is massive, but I didn't feel like modeling it. The Keyboard 
> was stolen from an object repository.
Ok. I'm using a simple yakumo screen, acceptably good.


>> I think the desk looks very clean(where are the cd's?, why aren't there 
>> more paper and so on) it looks like my grandmothers desk. (everything in 
>> drawers, nothing is ever used on a regular basis)
> I actually keep my desk rather clean... But you should see the book 
> shelves!!!I may add a couple of thingies (like papers clips, other pen and 
> pencils, and maybe a book or two).
Ok.. I don't have shelves.. Everything is in a BIG mess on the desk. Together
with a stereo. (hey, I can't suffice with tiny speakers, can I?)

> 
> >
> >
>> That paperweight still looks like it would maim the one who moves it... 
>> hehe.
> That's the point!
A sharp one... Or, several... *smile* 
>> I like the caustics... hmm.. how tall is the person at that screen ?? I just
>> realised the angle between deskk/keyboard and screen is... painful unless he 
>> is far taller than 1.90...
> 
> Or just closer?
Hmm, I can't see that, it's tilted upwards... the angle between the
desk(parallell) and the "normal" of the screen... It just strikes me as odd.
Mine are almost paralell..
<bad ascii>
      \ <--Screen normal 
       \/|  <--Screen
       / |
----------<-Desk
</bad ascii>

but it's just me.


<snipping some signatures>

-- 
//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"


Post a reply to this message

From: Steven Pigeon
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 12:07:21
Message: <3715FFBA.3CFA696A@iro.umontreal.ca>
Bob Hughes wrote:

> Jokes on me I guess. Like the fool I am, I neglected to notice the
> script was presented as well. Only regular caustics used eh? And the
> metal is iridesence I see. How wrong can I get?
> <insert evil laugh here> Guess I get to do some pov script changes to
> the metallic beastie, now that it's out of your hands Steven...

You can do _whatever_ you want with it.Including, but not limited to, choking on it if
you want.

Best,

    S.

>
>
> Bob Hughes wrote:
> >
> > This makes for a good picture. I gave it a bit of thought about the blue
> > handle appearing to be reflection blurring but decided it must be the
> > area light instead. Trying to figure the texture on that metallic
> > beastie isn't easy, looks to be tempered steel-like but judging by the
> > reflection in the lamp base and it's blue shade and that monitor I'm
> > guessing it is solely due to reflection alone giving it the rainbow of
> > colors.
> > The mug (cup) appears to be lacking a base of thick glass. And (not thru
> > critiquing yet :) that darned top sheet of paper at the near edge is
> > goofing with the nice group of papers look as well.
> > I wouldn't have noticed the pen nib being same object as those others if
> > it weren't mentioned.
> > Question. Was 'jitter' used in the photon map of the cup? Oh, wait, I
> > forgot that the photon mapping wasn't made to work right with area
> > lights either so this is actually a point source caustic we see I guess.
> > Good going Steven. But if I see those little beady red eyes and dixie
> > cup of a snout on the beast again I may have to import it into a image
> > processing program then select and cut. Sorry, just my personal tastes
> > showing, please excuse me ;)
> >
> > Steven Pigeon wrote:
> > >
> > > took 1d19h33m12s to render on a p2 233mhz.
> > > A couple of new objects, including a bodum(tm?)
> > > coffee cup and a quill pen.
> > >
> > > Source included!
> > >
> > > Best,
> > >
> > >     S.
> > >
> > > --
> > > ----------------------------------------------------------
> > > Steven Pigeon                     Ph. D. Student.
> > > University of Montreal.
> > > pig### [at] iroumontrealca           Topics: data compression,
> > > pig### [at] jspumontrealca          signal processing,
> > > ste### [at] researchattcom           non stationnary signals
> > >                                   and wavelets.
> > > ----------------------------------------------------------
> > >          http://www.iro.umontreal.ca/~pigeon
> > >
> > >   ------------------------------------------------------------------------
> > >  [Image]
> > >
> > >   ------------------------------------------------------------------------
> > >
> > > #include "colors.inc"
> > > #include "metals.inc"
> > > #include "stones.inc"
> > > #include "glass.inc"
> > > #include "woods.inc"
> > >
> > > #declare K = 7;
> > > // no default radiosity
> > > //global_settings { ambient_light  Black  }
> > >
> > > //background { Blue }
> > >
> > > plane { y,0 texture { T_Wood1 } scale 4}
> > >
> > > plane { x, -30
> > >         texture
> > >          {
> > >           brick texture { pigment { Black } }  ,
> > >                 texture { T_Stone8 }
> > >           mortar 0.5
> > >           brick_size <1,1,2>*5
> > >          }
> > >       }
> > >
> > > plane { z, 30
> > >         texture
> > >          {
> > >           brick texture { pigment { Black } }  ,
> > >                 texture { T_Stone8 }
> > >           mortar 0.5
> > >           brick_size <2,1,1>*5
> > >          }
> > >       }
> > >
> > > //light_source { <20,10,-5> color White }
> > > //light_source { <-20,20,-5> color White }
> > >
> > > camera { location <20,10,-25> look_at <0,0,0> }
> > > //camera { location <20,10,-25>*0.4 look_at <0,2.5,0> }
> > >
> > > ////////////////////////////////////////////////
> > > #declare QuillPoint=
> > > difference
> > >  {
> > >
> > >   prism
> > >    {
> > >     linear_sweep
> > >     linear_spline
> > >     0,0.5
> > >     7,
> > >     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> > >
> > >     rotate <-90,0,0>
> > >
> > >    }
> > >
> > >   union
> > >    {
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
> > >    }
> > >
> > >   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> > >
> > >   sphere{ 0 0.2 translate <0,3,-0.5> }
> > >   box{ <-0.01,3,-1> <+0.01,6,+1> pigment { Black } }
> > >   scale <1,1.5,1>
> > >  }
> > >
> > > ////////////////////////////////////////////////
> > > #declare QuillTexture = texture { T_Silver_5A  finish { irid { 0.35 thickness .5
turbulence .5}} }
> > >
> > > ////////////////////////////////////////////////
> > > #declare Quill =
> > > union
> > >  {
> > >   // pointe
> > >   object
> > >   {
> > >    QuillPoint
> > >    texture { QuillTexture }
> > >   }
> > >
> > >   // Gugusse
> > >
> > >   cylinder { <0,-2,0> <0,2,0> 1.2 pigment { Black } finish { F_MetalA } }
> > >
> > >   #declare px = 1.6;
> > >   #declare c  = 0;
> > >
> > >   #while (c<9)
> > >    cylinder { <0,px-0.2,0> <0,px+0.02,0> 1.3 texture { T_Silver_5A } }
> > >    #declare px = px -0.4;
> > >    #declare c = c+1;
> > >   #end // while
> > >
> > >  cylinder { <0,-2,0> < 0,-20,0> 1.4 pigment { Black } finish { F_MetalA } }
> > > }
> > >
> > > ////////////////////////////////////////////////
> > >
> > > ////////////////////////////////////////////////
> > > #declare Scale=
> > > difference
> > >  {
> > >
> > >   prism
> > >    {
> > >     linear_sweep
> > >     linear_spline
> > >     0,0.5
> > >     7,
> > >     <0,0>,<1,1>,<1,4>,<0,5>,<-1,4>,<-1,1>,<0,0>
> > >
> > >     rotate <-90,0,0>
> > >
> > >    }
> > >
> > >   union
> > >    {
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <-1,5,-1> }
> > >     sphere { 0 1  scale <1.25, 5, 0.95> translate <+1,5,-1> }
> > >    }
> > >
> > >   box { <-1,0,0> <+1,4,-1> rotate <12.5,0,0> translate <0,3,-0.5> }
> > >
> > >  }
> > >
> > >
> > > ////////////////////////////////////////////////
> > > #declare Paw=
> > >  difference
> > >   {
> > >    union
> > >     {
> > >      sphere { 0, 1 }
> > >      sphere { 0 0.3 translate < sqrt(2),0, sqrt(2)>/2}
> > >      sphere { 0 0.3 translate <-sqrt(2),0, sqrt(2)>/2}
> > >      sphere { 0 0.3 translate < sqrt(2),0,-sqrt(2)>/2}
> > >      sphere { 0 0.3 translate <-sqrt(2),0,-sqrt(2)>/2}
> > >      sphere { 0 0.3 translate <0,0,-1> }
> > >     }
> > >    box{ <-2,-1,-2>, <2,0,2> }
> > >   }
> > >
> > > ////////////////////////////////////////////////////////////////
> > > // body
> > >
> > > //#declare HogTexture = texture { pigment { Green } }
> > > #declare HogTexture = texture { T_Silver_5E  finish { irid { 0.35 thickness .5
turbulence .5}} }
> > > #declare EyesTexture = texture { pigment { Red } }
> > >
> > > #declare rayon = 5;
> > >
> > > // pattes
> > > object { Paw translate <  sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> > > object { Paw translate < -sqrt(2),0, sqrt(2)>*(rayon/2) texture { HogTexture }}
> > > object { Paw translate <  sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> > > object { Paw translate < -sqrt(2),0,-sqrt(2)>*(rayon/2) texture { HogTexture }}
> > >
> > > // body
> > > difference
> > >  {
> > >   sphere {0,rayon}
> > >   box { <-rayon-0.1,-rayon-0.1,-rayon-0.1> <rayon+0.1, 0.5,rayon+0.1> }
> > >   texture { HogTexture }
> > >  }
> > >
> > > // Face
> > > difference
> > >  {
> > >   cone { <0,2,-rayon+2> 2.9 <0,1,-rayon-3> 0 scale <1,0.75,1> }
> > >   box { <-1,0,-rayon-3> <1,3,-rayon-2+0.5> }
> > >   texture { HogTexture }
> > >  }
> > >
> > > // eyes
> > > sphere { 0, 0.3 texture { EyesTexture } translate <-0.75,2.25,-rayon-0.5> }
> > > sphere { 0, 0.3 texture { EyesTexture } translate <+0.75,2.25,-rayon-0.5> }
> > >
> > > ////////////////////////////////////////////////////////////////
> > > // scales
> > >
> > > #declare dapos = 15;
> > > #declare dzpos = 0.5;
> > > #declare c = 1;
> > > #declare zpos = -rayon +0.5;
> > >
> > > #while (zpos < rayon)
> > >
> > >  #if (c=1)
> > >   #declare apos = -90+7.5;
> > >   #declare lpos = +90-7.5;
> > >   #declare c=0;
> > >  #else
> > >   #declare apos = -75;
> > >   #declare lpos =  75;
> > >   #declare c=1;
> > >  #end
> > >
> > >  #while (apos<90)
> > >
> > >   object
> > >    {
> > >     Scale
> > >     scale 0.5
> > >     rotate <15,0,0> // tilt
> > >     translate <0, sqrt(pow(rayon,2)-pow(zpos,2)), zpos> // translate
> > >     rotate <0,0,apos> // rotate around main axis
> > >     translate <0,0.5,0>
> > >
> > >     texture { HogTexture }
> > >    }
> > >   #declare apos = apos+dapos;
> > >  #end // apos
> > >  #declare zpos = zpos + dzpos;
> > > #end // zpos
> > >
> > > ////////////////////////////////////////////////////////////////
> > > // autre cochonneries dans le decor
> > >
> > > object
> > >  {
> > >   #declare LampColor= White;
> > >   #declare LampGranularity=K;
> > >   #include "..\OtherIncludes\Table_lamp.inc"
> > >   scale 7
> > >   translate <-10,0,-12>
> > >  }
> > >
> > > object
> > >  {
> > >   Quill
> > >   scale 0.25
> > >   rotate <90,0,0>
> > >   rotate <0,0,34>
> > >   rotate <0,180+31,0>
> > >   translate <+5,0.25+0.1,-10> // +0.1= epaisseur de la stack de papier
> > >  }
> > >
> > > cylinder { <3.5,0,-12> <3.5,3,-12> 0.25*1.4  pigment { Black } finish { F_MetalA
} }
> > >
> > > object
> > >  {
> > >   #declare ComputerScreenDisplay =
"c:/user/testdata/images/screenshots/desktop7.tga"
> > >   #declare ComputerScreenRadiance = K;
> > >   #declare ComputerScreenAngle = 10;
> > >   #include "..\otherIncludes\ComputerScreen.inc"
> > >   scale 16
> > >   rotate <0,11,0>
> > >   //translate <1.5,0,-1>
> > >   translate <15,0,15>
> > >  }
> > >
> > >
> > > #include "..\otherIncludes\keyboard.inc"
> > >
> > > object
> > >  {
> > >   Keyboard
> > >   scale 12
> > >   scale <1,0.5,1>
> > >   rotate <0,-12,0>
> > >   translate <20,0,-15>
> > >  }
> > >
> > > // stack of paper
> > >
> > > // top of stack
> > > #declare c = 1;
> > > #declare r = seed(0);
> > > #while (c<10)
> > > polygon
> > >  {
> > >   4, <0,0>, <0,1>,<1,1>,<1,0>
> > >   scale <.483,.722,1>
> > >
> > >   scale 20
> > >
> > >   rotate <90,0,0>
> > >   rotate <0,(rand(r)-rand(r))*10,0>
> > >   translate <2+rand(r)-rand(r),0.01*c,-15-(rand(r)+rand(r))>
> > >   pigment { White }
> > >  }
> > >
> > >  #declare c=c+1;
> > > #end
> > >
> > > polygon
> > >  {
> > >   4, <0,0>, <0,1>,<1,1>,<1,0>
> > >   pigment
> > >    {
> > >     image_map { gif "c:\user\testdata\images\bilevel\hiero\am24.gif" interpolate
4}
> > >    }
> > >
> > >   scale <.483,.722,1>
> > >
> > >   scale 20
> > >
> > >   rotate <90,0,0>
> > >   rotate <0,-15,0>
> > >   translate <2,0.1,-15>
> > >
> > >  }
> > >
> > >
> > > ///////////////////////////////////////////////////////
> > >
> > > // bodum cup of coffee... kind of
> > >
> > > //#declare TextureAnse = pigment { Blue }
> > > #declare TextureAnse = texture {
> > >           pigment { color rgbft < 0,0,0.9, 0.99, 0.3 > }
> > >
> > >           finish
> > >             {
> > >              //roughness 0.05
> > >              specular 1
> > >              ambient 0
> > >              diffuse 0
> > >              refraction on // helps a lot!
> > >              ior 1.5
> > >              refraction 0.9
> > >              reflection 0.15
> > >              caustics 0.7
> > >             }
> > >          }
> > >
> > > #declare CoffeeTexture = texture {
> > >           pigment { color rgbft < 0.3,0.16,0.10, 1, 0.3 > } // reddish-brown
> > >
> > >           finish
> > >             {
> > >              //roughness 0.05
> > >              specular 0.1
> > >              ambient 0
> > >              diffuse 0
> > >              refraction on // helps a lot!
> > >              ior 1.5
> > >              refraction 0.9
> > >              reflection 0.15
> > >              caustics 0.5
> > >             }
> > >          }
> > >
> > > // cup
> > > union
> > >  {
> > >   merge // cup
> > >    {
> > >     lathe
> > >      {
> > >       linear_spline
> > >       //cubic_spline
> > >       8,
> > >       <0,0>,<4,0>,<4,5>,<4.2,5.9>,<4,6>,<3.9,5>,<3.9,0.1>,<0,0.1>
> > >      }
> > >     torus { 4.1 0.075 translate <0,5.95> }
> > >     texture { T_Glass3 } interior { I_Glass } finish { caustics 1.5 }
> > >    }
> > >  cylinder { <0,0.01,0> <0,3.2,0> 3.89 texture { CoffeeTexture}  } // coffee
> > >  cylinder { <0,4.5,0> <0,5,0> 4.01 open texture { T_Silver_5E } } // ring
> > >  box { <-0.5,4.5,-5> <+0.5,5,-4>  texture {T_Silver_5E} } // joint (?)
> > >  difference // poignee
> > >   {
> > >    superellipsoid { <0.25, 0.25> scale <0.2,1,1.5> texture { TextureAnse } } //
frosted blue
> > >    superellipsoid { <0.25, 0.25> scale <1,0.7,1.5*0.65> }
> > >    box { <-1,-1,-0.01> <+1,+1,+2> }
> > >    scale 2
> > >    translate <0,3,-4>
> > >   }
> > >  scale <0.5,1,0.5>
> > >  translate <2,0,-15>
> > > }
> >
> > --
> >  omniVERSE: beyond the universe
> >   http://members.aol.com/inversez/homepage.htm
> >  mailto:inv### [at] aolcom?Subject=PoV-News
>
> --
>  omniVERSE: beyond the universe
>   http://members.aol.com/inversez/homepage.htm
>  mailto:inv### [at] aolcom?Subject=PoV-News



--
----------------------------------------------------------
Steven Pigeon                     Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca           Topics: data compression,
pig### [at] jspumontrealca          signal processing,
ste### [at] researchattcom           non stationnary signals
                                  and wavelets.
----------------------------------------------------------
         http://www.iro.umontreal.ca/~pigeon


Post a reply to this message

From: Steven Pigeon
Subject: Re: Metal HedgeHog final image
Date: 15 Apr 1999 12:14:41
Message: <37160174.AB68B2A2@iro.umontreal.ca>
Bob Hughes wrote:

> The mug (cup) appears to be lacking a base of thick glass.

If you'd own such a cup, and fill it with coffee, you would seethat it is this effect
you're getting.
The base is as thin as the
rest of the cup.

> But if I see those little beady red eyes and dixie
> cup of a snout on the beast again I may have to import it into a image
> processing program then select and cut. Sorry, just my personal tastes
> showing, please excuse me ;)

<thick french accent>ppffff!!!! You understand nothing of minimalist art!!!
</thick french accent>

Besides, the goal was just to check if a reasonable coat could be
produced with scales as base elements. It was only an exercice de style.



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


Best,

    S.

----------------------------------------------------------
Steven Pigeon                     Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca           Topics: data compression,
pig### [at] jspumontrealca          signal processing,
ste### [at] researchattcom           non stationnary signals
                                  and wavelets.
----------------------------------------------------------
         http://www.iro.umontreal.ca/~pigeon


Post a reply to this message

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