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From: The3dman`
Subject: glass pic rendered in pov ray
Date: 30 Apr 1999 18:00:08
Message: <372a19d8.0@news.povray.org>
This was modeled in bryce and exported peice by peice and converted and thw
whole junk to pov code through a modeling program that uses povray.
Tell me what you think?

The 3d man
the### [at] hotmailcom


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i love glass.jpg


 

From: GrimDude
Subject: Re: glass pic rendered in pov ray
Date: 30 Apr 1999 18:11:39
Message: <372a1c8b.0@news.povray.org>
I think if you added a water drop to the lower corner it would be a very
convincing ice cube. ;)

As for glass, well, the setting of the image is not conducive to your goal.
Your texture and object might come off better on a wood surface (perhaps
with photons?).

But, hey, it's a start! :) Well done!

GrimDude
vos### [at] arkansasnet


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From: Rygad
Subject: Re: glass pic rendered in pov ray
Date: 30 Apr 1999 21:36:01
Message: <372a4c71.0@news.povray.org>
does this look familiar to anyone?

Reply-To: "The3dman`" <the### [at] hotmailcom>
From: "The3dman`" <the### [at] hotmailcom>
/*deleted for clarity*/
*****NNTP-Posting-Host: 24.0.254.216

I think it looks very much like this:

Reply-To: "_" <_@_.com>
From: "_" <_@_.com>
Newsgroups: povray.binaries.images
Subject: Shut up Spider
Date: Wed, 28 Apr 1999 21:44:38 -0400
Lines: 7
X-Priority: 3
X-MSMail-Priority: Normal
X-Newsreader: Microsoft Outlook Express 5.00.2014.211
X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2014.211
*****NNTP-Posting-Host: 24.0.254.216

Not that I think it really matters, if he really did this then that isn't
too bad, could use a little AA and perhaps a different color background.
Otherwise it looks pretty good to me.  If it is his work then I hope he
keeps on using POV.

--
Rygad



The3dman` <the### [at] hotmailcom> wrote in message
news:372a19d8.0@news.povray.org...
> This was modeled in bryce and exported peice by peice and converted and
thw
> whole junk to pov code through a modeling program that uses povray.
> Tell me what you think?
>
> The 3d man
> the### [at] hotmailcom
>
>
>


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From: GrimDude
Subject: Re: glass pic rendered in pov ray
Date: 30 Apr 1999 23:09:52
Message: <372a6270.0@news.povray.org>
Completely off topic and unnecessary. :(

I would be happy if everyone took a deep breath, accepted the past as gone,
and look forward to a brighter future of fantastic renderings! :)

Just my input.

:|

GrimDude
vos### [at] arkansasnet


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From: Rygad
Subject: Re: glass pic rendered in pov ray
Date: 30 Apr 1999 23:15:59
Message: <372a63df.0@news.povray.org>
Ok, I don't really care about what Nick has done in the past either, except
where it causes me to doubt the authenticity of his work.  I too look
forward to seeing many wonderful POV renderings from him.

--
Rygad
ryg### [at] tamuedu

PS-Nick, if you did do this please send me the code via email ( I don't care
how big, I'm in college and get mail through the school's T3).
or if it is not too large post it!

GrimDude <vos### [at] arkansasnet> wrote in message
news:372a6270.0@news.povray.org...
> Completely off topic and unnecessary. :(
>
> I would be happy if everyone took a deep breath, accepted the past as
gone,
> and look forward to a brighter future of fantastic renderings! :)
>
> Just my input.
>
> :|
>
> GrimDude
> vos### [at] arkansasnet
>
>


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From: GrimDude
Subject: Re: glass pic rendered in pov ray
Date: 30 Apr 1999 23:22:23
Message: <372a655f.0@news.povray.org>
<applause> <loud cheers>

Okay, sitting down and shutting up.

:-)

GrimDude
vos### [at] arkansasnet


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From: Rick (Kitty5)
Subject: Re: glass pic rendered in pov ray
Date: 1 May 1999 08:37:54
Message: <372ae792.0@news.povray.org>
The 'cube' is far to angular, maybe you should upp the poly count a bit.

also, as this is a mesh, Photons will not work, nor will refraction, mesh
ojbects are hollow boxes with the walls being infinatly thin.

try modelling the cube with standard POVray primitives.

btw, did I mention that this does NOT Look like a POVray render, but It may
be just because of the low quality of the mesh used for the cube.

Rick

PS Hi Nick!

The3dman` <the### [at] hotmailcom> wrote in message
news:372a19d8.0@news.povray.org...
> This was modeled in bryce and exported peice by peice and converted and
thw
> whole junk to pov code through a modeling program that uses povray.
> Tell me what you think?
>
> The 3d man
> the### [at] hotmailcom
>
>
>


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From: Ken
Subject: Re: glass pic rendered in pov ray
Date: 1 May 1999 08:57:19
Message: <372AEB90.B29F6EC3@pacbell.net>
Rick (Kitty5) wrote:
> 
> The 'cube' is far to angular, maybe you should upp the poly count a bit.
> 
> also, as this is a mesh, Photons will not work, nor will refraction, mesh
> ojbects are hollow boxes with the walls being infinatly thin.

> Rick

  Actually that is not true. The base of the lamp I posted not long ago
was made from a mesh object. It is not evident from the camera angle
used but photons were on for that scene and there is a definite caustic
hiding behind the lamp almost out of sight. Photons will work with meshes
but you will need to bound the object manually or it will not calculate
the photons properly.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Margus Ramst
Subject: Re: glass pic rendered in pov ray
Date: 1 May 1999 14:40:15
Message: <372b3c7f.0@news.povray.org>
Ken wrote in message <372AEB90.B29F6EC3@pacbell.net>...
>
>  Actually that is not true. The base of the lamp I posted not long ago
>was made from a mesh object. It is not evident from the camera angle
>used but photons were on for that scene and there is a definite caustic
>hiding behind the lamp almost out of sight. Photons will work with meshes
>but you will need to bound the object manually or it will not calculate
>the photons properly.
>


Are you sure? Meshes should be bounded internally, so photon mapping should
have no problem with them. But then, I haven't tried. "Hollowness" at least
should be of no importance to either photons or refraction.

Margus


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From: Ken
Subject: Re: glass pic rendered in pov ray
Date: 3 May 1999 07:37:04
Message: <372D7BD3.B9B05565@pacbell.net>
Margus Ramst wrote:
> 
> Ken wrote in message <372AEB90.B29F6EC3@pacbell.net>...
> >
> >  Actually that is not true. The base of the lamp I posted not long ago
> >was made from a mesh object. It is not evident from the camera angle
> >used but photons were on for that scene and there is a definite caustic
> >hiding behind the lamp almost out of sight. Photons will work with meshes
> >but you will need to bound the object manually or it will not calculate
> >the photons properly.
> >
> 
> Are you sure? Meshes should be bounded internally, so photon mapping should
> have no problem with them. But then, I haven't tried. "Hollowness" at least
> should be of no importance to either photons or refraction.
> 
> Margus

  The small number of mesh objects I have tried with the photon patch
gave me problems with run away photon counts. Bounding fixed this
problem for me.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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