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In response to Peter Cracknell's recent Bear posting... the fur on the left
uses a shell object with a semi-transparent, bumped texture (suitable for
animations):
union {
sphere {0, 1 pigment {rgb <.6, .3, .1>}}
sphere {0, 1 pigment {bozo color_map {[0 rgb <.7, .4, .2>] [.5 rgbt <.7,
.4, .2, 1>]}
scale <1, 4, 1>/150 warp {turbulence .4 octaves 2}}
normal {bumps 1 scale <1, 4, 1>/150 warp {turbulence .3 octaves 2}}
scale 1.06}
}
while the fur on the right uses fast-rendering noisy media:
union {
sphere {0, 1 pigment {rgb <.6, .3, .1>}}
sphere {0, 1 pigment {rgbf 1} hollow
interior {media {absorption (1 - <.7, .4, .2>)
density {spherical color_map {[0 rgb 0] [.1 rgb 5]}}
intervals 1}}
scale 1.1}
}
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Attachments:
Download 'fur.jpg' (21 KB)
Preview of image 'fur.jpg'
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The media idea is damn clever! Not something for close-ups, but it looks great
in this view. Too bad it won't work for animations...
The other might need a little tweaking, right now it's not quite as convincing.
Margus
Chris Colefax wrote:
>
> In response to Peter Cracknell's recent Bear posting...
[snip]
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Aha after hours searching these seem like two good methods, thanks I've been
looking for a good way, especially that can be animated. The mesh idea
worked amazingly, and created blinding effects, but wasn't suitable for
animation or blobs (converter cant be found). These seem like two methods I
can look into. Thanks
P3TE
Margus Ramst <mar### [at] peakeduee> wrote in message
news:37FCBD5B.E221F452@peak.edu.ee...
> The media idea is damn clever! Not something for close-ups, but it looks
great
> in this view. Too bad it won't work for animations...
> The other might need a little tweaking, right now it's not quite as
convincing.
>
> Margus
>
> Chris Colefax wrote:
> >
> > In response to Peter Cracknell's recent Bear posting...
> [snip]
Post a reply to this message
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Chris Colefax <cco### [at] geocitiescom> wrote in message
news:37fcabee@news.povray.org...
> In response to Peter Cracknell's recent Bear posting... the fur on the left
> uses a shell object with a semi-transparent, bumped texture (suitable for
> animations):
> while the fur on the right uses fast-rendering noisy media:
Chris, your methods never cease to amaze me! Thank you! I really like the fur
on the right. :) BTW, I've grabbed a number of your files from your web site
and am amazed at what POV-Ray can do with them. I've even learned how to
render (but not yet create) animations just so I can see some of your stuff.
My favorite is the Galaxy one. :) But the Spray is great too - Especially for
fountains!
I've been looking for a fur one that isn't too complicated and your post looks
like it fits. Any suggestions on how to make it "hair" like for a person? Or
would that entail a different technique altogether? Just wondering...
--
Tika
Tika's Graphics: http://www.5thpower.com/tika/
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Thanks Chris, I'll file this for later use.
Chris Colefax wrote:
>
> In response to Peter Cracknell's recent Bear posting... the fur on the left
> uses a shell object with a semi-transparent, bumped texture (suitable for
> animations):
>
> union {
> sphere {0, 1 pigment {rgb <.6, .3, .1>}}
> sphere {0, 1 pigment {bozo color_map {[0 rgb <.7, .4, .2>] [.5 rgbt <.7,
> .4, .2, 1>]}
> scale <1, 4, 1>/150 warp {turbulence .4 octaves 2}}
> normal {bumps 1 scale <1, 4, 1>/150 warp {turbulence .3 octaves 2}}
> scale 1.06}
> }
>
> while the fur on the right uses fast-rendering noisy media:
>
> union {
> sphere {0, 1 pigment {rgb <.6, .3, .1>}}
> sphere {0, 1 pigment {rgbf 1} hollow
> interior {media {absorption (1 - <.7, .4, .2>)
> density {spherical color_map {[0 rgb 0] [.1 rgb 5]}}
> intervals 1}}
> scale 1.1}
> }
>
> [Image]
--
Cheers
Steve email mailto:sjl### [at] ndirectcouk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjeln/
or http://start.at/zero-pps
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Margus Ramst <mar### [at] peakeduee> wrote:
> The media idea is damn clever! Not something for close-ups, but it looks
great
> in this view. Too bad it won't work for animations...
> The other might need a little tweaking, right now it's not quite as
convincing.
I guess the basic idea I was thinking of was a sort of displacement mapping:
by using a larger shell object with a partially transparent texture you
avoid the smooth edges that give away bump-mapped surfaces (left sphere),
while still keeping control over the direction, length, self-shadowing, etc.
of the fur (right sphere).
Post a reply to this message
Attachments:
Download 'fur.jpg' (21 KB)
Preview of image 'fur.jpg'
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