 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Hi!
This is my first post in this group.
I'm developping an Asteroid macro.
Here is a first draft.
Of course, this macro can be greatly improved.
That's why your comments, advices, etc... are welcomed.
What do you think of:
- the texture ?
- the shape ?
- the craters ?
This Asteroide is a blob object made with 600 spheres for the body (positive
spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
300 small ones).
___________________________________________________
Jérémie Aubouin
Pour me répondre, enlever le Z de mon adresse.
To answer me, remove the Z from my adress.
Post a reply to this message
Attachments:
Download 'asteroid.jpg' (74 KB)
Preview of image 'asteroid.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Cool!
Is this pure pov-code?
Bugs74
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Wow!
That's a very good picture. There really isn't nothing to say except
that you may want to find a way to decrease the number of blob elements
to speed things up...
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Jérémie Aubouin wrote:
> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
> - the texture ?
> - the shape ?
> - the craters ?
Very nice...
All I would reccomend is a lessening of the normal in the texture, and maybe a more
uniform colour..
Asteroids do not look like they are made of a lump of granite, or other volcanic
rock, but more of a light, uniform grey, from so much dust on the surface.
This would also bring out the details of the blob surface.
BTW, any chance of making something to export to the .blb files? (These are
supported by Moray, and I think it's a pretty straightforward text format....)
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Very nice picture.
Apparently, you used soft shadows. I think that due to lack of atmosphere, the
shadows are always dead sharp as it is on the moon ( I went up there lately).
My ever-present question : How long did it take to render 300 blobs ?
Fabien Hénon
=?iso-8859-1?Q?J=E9r=E9mie?= Aubouin a écrit:
> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
> - the texture ?
> - the shape ?
> - the craters ?
>
> This Asteroide is a blob object made with 600 spheres for the body (positive
> spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
> 300 small ones).
>
> ___________________________________________________
> Jérémie Aubouin
>
> Pour me répondre, enlever le Z de mon adresse.
> To answer me, remove the Z from my adress.
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Bugs74 wrote :
> Is this pure pov-code?
Yes. The object and the texture are generated with POV-Ray.
Simon de Vet wrote :
>
> Very nice...
>
> All I would reccomend is a lessening of the normal in the texture, and maybe a more
> uniform colour..
>
> Asteroids do not look like they are made of a lump of granite, or other volcanic
> rock, but more of a light, uniform grey, from so much dust on the surface.
>
> This would also bring out the details of the blob surface.
For my first test-rendering, I didn't use any normal perturbation. And you're
right, this bring out the details of the blob surface (especially in a animation
of a rotating asteroid I made). But, in this case, the asteroid looks like a
simple stone.
I will try to increase the details on the blob.
If someone has a good, soft asteroid texture...
It could be interesting to simulate dust on the surface.
> BTW, any chance of making something to export to the .blb files? (These are
> supported by Moray, and I think it's a pretty straightforward text format....)
Why not? I'm not a moray-specialist, but many people use this modeler. If
someone describes me the .blb format, I'll see what I can do.
Fabien Hénon wrote :
> Apparently, you used soft shadows. I think that due to lack of atmosphere, the
> shadows are always dead sharp as it is on the moon ( I went up there lately).
> My ever-present question : How long did it take to render 300 blobs ?
I use soft shadows because a round object with normal perturbation looks bad
with a basic shadow: try rendering a simple sphere with and without normal
perturbation and you will understand me.
But I'm agree with you: I would be more satisfied if the shadows were sharp.
The rendering is extremely fast for 1 asteroid: 1 asteroid = 1 blob.
This blob is made with 930 components (spheres).
On my PII300: parsing: 1-2s
rendering: 2mn without AA
1-2h with AA (it's much more faster without normal)
But, when I render a large number of asteroid (for an asteroid field scene I'm
making), the parse-time is extremely long: 30,40 mn (I tried more Asteroids, but
after 50mn, I stopped).
And this is *the* problem.
I can't really decrease the number of components:
for the body, under 300 components, it looks more like a big potato than an
asteroid.
The solution: I must convert my blob object into a mesh of triangles.
But I don't know how to do that...
PS: Excuse me for my poor English... :-)
___________________________________________________
Jérémie Aubouin
Pour me répondre, enlever le Z de mon adresse.
To answer me, remove the Z from my adress.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Aside from any question as to whether this is realistic or not (looks
real enough to me) the most noticeable characteristic seems to be the
heavy normal visible in oblique angles yet practically nonexistant in
directly lit areas. In other words lacking 3D depth in the well lit
regions seems to throw me off somewhat. This could of course be
subjective.
I've made my own asteriods using the blob anti-blob method and never got
good enough results, always a potato. Also simply differencing a
surrounding group from the surface of another. Always disappointed with
the way it looked.
What this one seems to need most is obvious little craters peppering the
surface. The larger look great. And the intermediate would be rather
dust enshrouded I guess but I don't really notice any that stand out.
What I mean I guess is that the overall *un*sharpness is what bothers
me. Don't mind me, I'm just thinking of how all the space photos are
always like this and the unaided eye view would be nice to see. Not
relevant to your macro making really, it's mostly a fact of rendered
images, any sharpness tends to disappear when antialiased.
Jérémie Aubouin wrote:
>
> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
> - the texture ?
> - the shape ?
> - the craters ?
>
> This Asteroide is a blob object made with 600 spheres for the body (positive
> spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
> 300 small ones).
>
> ___________________________________________________
> Jérémie Aubouin
>
> Pour me répondre, enlever le Z de mon adresse.
> To answer me, remove the Z from my adress.
>
> ------------------------------------------------------------------------
> [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aol com?Subject=PoV-News
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Nifty, can you change the over all shape? and that is way to many blobs.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Try to write the blobs into a pre-made .inc file, taht way the parsing should be
decreaaased to some part.
<snip>
> On my PII300: parsing: 1-2s
> rendering: 2mn without AA
> 1-2h with AA (it's much more faster without normal)
>
> But, when I render a large number of asteroid (for an asteroid field scene I'm
> making), the parse-time is extremely long: 30,40 mn (I tried more Asteroids, but
> after 50mn, I stopped).
Heeeey, what's that for patience... Come on :-)
*grins*
(partly inside joke)
> And this is *the* problem.
> I can't really decrease the number of components:
> for the body, under 300 components, it looks more like a big potato than an
> asteroid.
I can belive you... Perhaps some sort offf LOD(Level Of Detail) decreasion
algorithm? (setting a distance_treshold, that reduces the amount of blobs in
comparsion to the cameras position and angle. Just ideas.
> The solution: I must convert my blob object into a mesh of triangles.
> But I don't know how to do that...
Hmm, difficult indeed.
> PS: Excuse me for my poor English... :-)
same here :-)
--
//Spider
[ spi### [at] bahnhof se ]-[ 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
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
This looks great, good potential for this macro.
(can it do normal stones as well?)
--
//Spider
[ spi### [at] bahnhof se ]-[ 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
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
I really like it, the best Pov-Ray asteroid I have seen. My only complaint is that
I think the asteroid is a bit too round. Most asteroids, unless they're really
large, are not so round but more irregularly shapes, potato shapes or peanut
shaped. I don't agree with some of the other posts about it lacking depth or about
something wrong with the normal pattern.
Jérémie Aubouin wrote:
> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
> - the texture ?
> - the shape ?
> - the craters ?
>
> This Asteroide is a blob object made with 600 spheres for the body (positive
> spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
> 300 small ones).
>
> ___________________________________________________
> Jérémie Aubouin
>
> Pour me répondre, enlever le Z de mon adresse.
> To answer me, remove the Z from my adress.
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
It's extremely good, don't know how you did it, worked it all
out, but it's really beautiful.
Cheers
Steve
=?iso-8859-1?Q?J=E9r=E9mie?= Aubouin wrote:
>
> Hi!
>
> This is my first post in this group.
>
> I'm developping an Asteroid macro.
>
> Here is a first draft.
>
> Of course, this macro can be greatly improved.
> That's why your comments, advices, etc... are welcomed.
>
> What do you think of:
> - the texture ?
> - the shape ?
> - the craters ?
>
> This Asteroide is a blob object made with 600 spheres for the body (positive
> spheres) and 330 spheres for the craters (negative spheres: 30 big crateres and
> 300 small ones).
>
> ___________________________________________________
> Jrmie Aubouin
>
> Pour me rpondre, enlever le Z de mon adresse.
> To answer me, remove the Z from my adress.
>
> -----------------------------------------------------------------
> [Image]
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
I don't think any of you actually saw an asteroid, ever...
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Lewis wrote:
> I don't think any of you actually saw an asteroid, ever...
No, but my mom used to make these oatmeal cookies that had to be as
close to asteroids as you can get.
--
Bryan Valencia
Software Services
Software Services Home Page http://www.209software.com
Pascal for Delphi Programmers http://www.209software.com/p4dp/Book.html
Resume: Delphi Programmer http://www.209software.com/resume/resume.html
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Spider wrote :
> Try to write the blobs into a pre-made .inc file, taht way the parsing should be
> decreaaased to some part.
Simon de Vet wrote :
> BTW, any chance of making something to export to the .blb files? (These are
> supported by Moray, and I think it's a pretty straightforward text format....)
I just made a new version of the macro which can export to moray .blb AND Povray
.inc
files.
Here is the code of the macro :
// Start here
#macro Random(A,B,S)
A+(B-A)*rand(S)
#end
#declare Asteroid_Texture = texture {
pigment {
bozo
turbulence 1 lambda 2 omega 0.6 octaves 6
color_map {
[ 0 color rgb<127,129,129>/255 ]
[ 1 color rgb<79,81,81>/255 ]
}
scale 0.25
}
normal {
average
normal_map {
[ 1
granite 0.6
turbulence 1 lambda 2.5 omega 0.5 octaves 6
scale 2
]
[ 1
leopard 1
turbulence 0.5 lambda 1.5 omega 0.8 octaves 6
slope_map {
[ 0.00 <1.0,0> ]
[ 0.10 <0.6,1> ]
[ 1.00 <0.0,0> ]
}
scale 0.2
]
}
}
finish { ambient 0.2 diffuse 1 }
}
#macro
Asteroid(Nb_Body,Nb_Big_Crater,Nb_Small_Crater,Sca_Ast,Export,file_name,S)
blob {
threshold 0.5
// Output to file
#if ( (Export=1) | (Export=2) )
#fopen file_blob file_name write
#if (Export=2)
#write (file_blob,"[blob1.0]\n")
#write (file_blob,"threshold = 0.5\n")
#else
#write (file_blob,"blob {\n threshold 0.5\n")
#end
#end
//
// Body
#local Cpt = 0 ;
#while (Cpt<Nb_Body)
#local RotX = Random(0,360,S) ;
#local RotY = Random(0,360,S) ;
#local PosZ = Random(1.5,2.4,S) ;
#local Rad = -PosZ/1.8 + 7/3 ;
#local Position = Sca_Ast*vrotate(<0,0,PosZ>,<RotX,RotY,0>) ;
sphere { Position,Rad,1 }
// Output to file
#if (Export=2)
#write (file_blob,"sphere = ",Position.x," ",Position.z,"
",Position.y," ",Rad," 1\n")
#end
#if (Export=1)
#write (file_blob," sphere { ",Position," , ",Rad," , 1 }\n")
#end
//
#local Cpt = Cpt + 1 ;
#end
// Big Craters
#local Cpt = 0 ;
#while (Cpt<Nb_Big_Crater)
#local RotX = Random(0,360,S) ;
#local RotY = Random(0,360,S) ;
#local PosZ = Random(2,3,S);
#local Rad = PosZ - 1.5 ;
#local Position = Sca_Ast*vrotate(<0,0,PosZ>,<RotX,RotY,0>) ;
sphere { Position,Rad,-5 }
// Output to file
#if (Export=2)
#write (file_blob,"sphere = ",Position.x," ",Position.z,"
",Position.y," ",Rad," -5\n")
#end
#if (Export=1)
#write (file_blob," sphere { ",Position," , ",Rad," , -5 }\n")
#end
//
#local Cpt = Cpt + 1 ;
#end
// Small Craters
#local Cpt = 0 ;
#while (Cpt<Nb_Small_Crater)
#local RotX = Random(0,360,S) ;
#local RotY = Random(0,360,S) ;
#local PosZ = Random(3,3.5,S) ;
#local Rad = PosZ/2 - 1 ;
#local Position = Sca_Ast*vrotate(<0,0,PosZ>,<RotX,RotY,0>) ;
sphere { Position,Rad,-1 }
// Output to file
#if (Export=2)
#write (file_blob,"sphere = ",Position.x," ",Position.z,"
",Position.y," ",Rad," -1\n")
#end
#if (Export=1)
#write (file_blob," sphere { ",Position," , ",Rad," , -1 }\n")
#end
//
#local Cpt = Cpt + 1 ;
#end
texture { Asteroid_Texture }
// Output to file
#if ( (Export=1) | (Export=2) )
#if (Export=1)
#write (file_blob," texture { Asteroid_Texture }\n}\n")
#end
#fclose file_blob
#end
//
no_shadow
}
#end
// End of macro
And here is the code for the Asteroid picture I made:
#declare R1 = seed(100) ;
Asteroid(600,30,1200,<1,1,1.5>,0,"",R1)
The parameters:
Asteroid(
Number of components for the body ,
Number of components for the big craters ,
Number of components for the small craters ,
Scale vector: scales the position of each component, not the radius ,
Export parameter: 0=no export / 1=povray .inc export / 2=moray .blb export
,
Name of the file to export ,
pseudo-random stream
)
Of course, these parameters will change in the future.
The macro is still under construction...
With the .blb exporter, I can visualize with Moray where the spheres are. And I
discovered that many are useless. I'll try to decrease this number without
affecting the look of the Asteroid.
I discovered another problem: when I reduce the number of spheres for the body
to 300, the strength of the body is smaller: the holes created by negative
spheres are deeper.
I tried to create more small/sharp craters, but in this case, I need 1200+
components, and many of them are unused (too far from the body).
And I think that many other problems will appear.
Thank you for your suggestions.
I'll try to integrate most of them into a new beta version of the macro.
If you have other ideas, don't hesitate to modify the macro source code.
___________________________________________________
Jérémie Aubouin
Pour me répondre, enlever le Z de mon adresse.
To answer me, remove the Z from my adress.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> No, but my mom used to make these oatmeal cookies that had to be as
> close to asteroids as you can get.
Talk about weird!
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Impressive, I'll have a play with the macro tomorrow.
Thanks
Steve
=?iso-8859-1?Q?J=E9r=E9mie?= Aubouin wrote:
>
> Spider wrote :
> > Try to write the blobs into a pre-made .inc file, taht way the parsing should be
> > decreaaased to some part.
>
> Simon de Vet wrote :
> > BTW, any chance of making something to export to the .blb files? (These are
> > supported by Moray, and I think it's a pretty straightforward text format....)
>
> I just made a new version of the macro which can export to moray .blb AND Povray
> .inc
> files.
>
> Here is the code of the macro :
>
> // Start here
>
> #macro Random(A,B,S)
> A(B-A)*rand(S)
> #end
>
> #declare Asteroid_Texture = texture {
> pigment {
> bozo
> turbulence 1 lambda 2 omega 0.6 octaves 6
> color_map {
> [ 0 color rgb<127,129,129>/255 ]
> [ 1 color rgb<79,81,81>/255 ]
> }
> scale 0.25
> }
> normal {
> average
> normal_map {
> [ 1
> granite 0.6
> turbulence 1 lambda 2.5 omega 0.5 octaves 6
> scale 2
> ]
> [ 1
> leopard 1
> turbulence 0.5 lambda 1.5 omega 0.8 octaves 6
> slope_map {
> [ 0.00 <1.0,0> ]
> [ 0.10 <0.6,1> ]
> [ 1.00 <0.0,0> ]
> }
> scale 0.2
> ]
> }
> }
> finish { ambient 0.2 diffuse 1 }
> }
>
> #macro
> Asteroid(Nb_Body,Nb_Big_Crater,Nb_Small_Crater,Sca_Ast,Export,file_name,S)
> blob {
> threshold 0.5
>
> // Output to file
> #if ( (Export=1) | (Export=2) )
> #fopen file_blob file_name write
> #if (Export=2)
> #write (file_blob,"[blob1.0]\n")
> #write (file_blob,"threshold = 0.5\n")
> #else
> #write (file_blob,"blob {\n threshold 0.5\n")
> #end
> #end
> //
>
> // Body
> #local Cpt = 0 ;
> #while (Cpt<Nb_Body)
> #local RotX = Random(0,360,S) ;
> #local RotY = Random(0,360,S) ;
> #local PosZ = Random(1.5,2.4,S) ;
> #local Rad = -PosZ/1.8 7/3 ;
> #local Position = Sca_Ast*vrotate(<0,0,PosZ>,<RotX,RotY,0>) ;
> sphere { Position,Rad,1 }
>
> // Output to file
> #if (Export=2)
> #write (file_blob,"sphere = ",Position.x," ",Position.z,"
> ",Position.y," ",Rad," 1\n")
> #end
> #if (Export=1)
> #write (file_blob," sphere { ",Position," , ",Rad," , 1 }\n")
> #end
> //
>
> #local Cpt = Cpt 1 ;
> #end
>
> // Big Craters
> #local Cpt = 0 ;
> #while (Cpt<Nb_Big_Crater)
> #local RotX = Random(0,360,S) ;
> #local RotY = Random(0,360,S) ;
> #local PosZ = Random(2,3,S);
> #local Rad = PosZ - 1.5 ;
> #local Position = Sca_Ast*vrotate(<0,0,PosZ>,<RotX,RotY,0>) ;
> sphere { Position,Rad,-5 }
>
> // Output to file
> #if (Export=2)
> #write (file_blob,"sphere = ",Position.x," ",Position.z,"
> ",Position.y," ",Rad," -5\n")
> #end
> #if (Export=1)
> #write (file_blob," sphere { ",Position," , ",Rad," , -5 }\n")
> #end
> //
>
> #local Cpt = Cpt 1 ;
> #end
>
> // Small Craters
> #local Cpt = 0 ;
> #while (Cpt<Nb_Small_Crater)
> #local RotX = Random(0,360,S) ;
> #local RotY = Random(0,360,S) ;
> #local PosZ = Random(3,3.5,S) ;
> #local Rad = PosZ/2 - 1 ;
> #local Position = Sca_Ast*vrotate(<0,0,PosZ>,<RotX,RotY,0>) ;
> sphere { Position,Rad,-1 }
>
> // Output to file
> #if (Export=2)
> #write (file_blob,"sphere = ",Position.x," ",Position.z,"
> ",Position.y," ",Rad," -1\n")
> #end
> #if (Export=1)
> #write (file_blob," sphere { ",Position," , ",Rad," , -1 }\n")
> #end
> //
>
> #local Cpt = Cpt 1 ;
> #end
> texture { Asteroid_Texture }
>
> // Output to file
> #if ( (Export=1) | (Export=2) )
> #if (Export=1)
> #write (file_blob," texture { Asteroid_Texture }\n}\n")
> #end
> #fclose file_blob
> #end
> //
> no_shadow
> }
> #end
>
> // End of macro
>
> And here is the code for the Asteroid picture I made:
>
> #declare R1 = seed(100) ;
> Asteroid(600,30,1200,<1,1,1.5>,0,"",R1)
>
> The parameters:
> Asteroid(
> Number of components for the body ,
> Number of components for the big craters ,
> Number of components for the small craters ,
> Scale vector: scales the position of each component, not the radius ,
> Export parameter: 0=no export / 1=povray .inc export / 2=moray .blb export
> ,
> Name of the file to export ,
> pseudo-random stream
> )
>
> Of course, these parameters will change in the future.
> The macro is still under construction...
>
> With the .blb exporter, I can visualize with Moray where the spheres are. And I
> discovered that many are useless. I'll try to decrease this number without
> affecting the look of the Asteroid.
>
> I discovered another problem: when I reduce the number of spheres for the body
> to 300, the strength of the body is smaller: the holes created by negative
> spheres are deeper.
>
> I tried to create more small/sharp craters, but in this case, I need 1200
> components, and many of them are unused (too far from the body).
>
> And I think that many other problems will appear.
>
> Thank you for your suggestions.
>
> I'll try to integrate most of them into a new beta version of the macro.
>
> If you have other ideas, don't hesitate to modify the macro source code.
>
> ___________________________________________________
> Jrmie Aubouin
>
> Pour me rpondre, enlever le Z de mon adresse.
> To answer me, remove the Z from my adress.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
I try to think in terms of wearing my glasses or not. Same seems to go
for the difference between the Voyager I and II interplanetary missions
(mostly). I figure everythings bound to be about like that if seen in
person, you know, like Voyager 7 views of space objects were there ever
such a thing to be.
Lewis wrote:
>
> I don't think any of you actually saw an asteroid, ever...
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aol com?Subject=PoV-News
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On Thu, 22 Apr 1999 11:39:16 -0700, Bryan Valencia <sof### [at] gte net>
wrote:
>No, but my mom used to make these oatmeal cookies that had to be as
>close to asteroids as you can get.
How does one get rid of asteroids? Use "Preparation A"!
--
Alan
------------------------------------------------------------------
povray.org - official home of the Persistence of Vision Ray Tracer
news.povray.org - where POV-Ray enthusiasts from around the world
- get together to exchange ideas and experiences
------------------------------------------------------------------
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Alan Kong wrote:
>
> On Thu, 22 Apr 1999 11:39:16 -0700, Bryan Valencia <sof### [at] gte net>
> wrote:
>
> >No, but my mom used to make these oatmeal cookies that had to be as
> >close to asteroids as you can get.
>
> How does one get rid of asteroids? Use "Preparation A"!
>
> --
> Alan
"Alan, Alan, Alan" Ken say's to himself while slowly shaking his head
in disbelief.
What are we going to do about you and your particular form of humor ?
--
Ken Tyler
mailto://tylereng@pacbell.net
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
It was funny to me... oh-oh.
Ken wrote:
>
> Alan Kong wrote:
> >
> > On Thu, 22 Apr 1999 11:39:16 -0700, Bryan Valencia <sof### [at] gte net>
> > wrote:
> >
> > >No, but my mom used to make these oatmeal cookies that had to be as
> > >close to asteroids as you can get.
> >
> > How does one get rid of asteroids? Use "Preparation A"!
> >
> > --
> > Alan
>
> "Alan, Alan, Alan" Ken say's to himself while slowly shaking his head
> in disbelief.
>
> What are we going to do about you and your particular form of humor ?
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aol com?Subject=PoV-News
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|
 |