POV-Ray : Newsgroups : povray.binaries.images : The Ship again Server Time
3 Oct 2024 15:10:39 EDT (-0400)
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From: Bryan Valencia
Subject: Re: The Ship again
Date: 27 Jan 2000 14:21:11
Message: <38909A83.E34DEFAB@209software.com>
Ok, this is before I got the lens flare post, but it shows the current
evolution of the project.

This was rendered poster size at 3456x1728 using megapov.
It took 28 hours to complete
Of course I rescaled it for the post :)

[Image]

I will REPLY with some detail pics.

Ken wrote:

> Bryan Valencia wrote:
> >
> > Lens Flare: Point me to it.
>
> http://nathan.kopp.com/nkflare.htm
>
> --
> Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/

--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209softwarecom


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From: Bryan Valencia
Subject: Detail of Ship
Date: 27 Jan 2000 14:23:47
Message: <38909B22.AC5CFACF@209software.com>
[Image]


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From: Bryan Valencia
Subject: Mountain Detail (BIG) 112K b4 post
Date: 27 Jan 2000 14:25:43
Message: <38909B94.4627726C@209software.com>
[Image]


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From: Bryan Valencia
Subject: Re: The Ship again
Date: 27 Jan 2000 20:50:23
Message: <3890F5BC.B0BC3B7C@209software.com>
ok, I added the lens flare thing, But I may have screwed it up...  I am not
getting any flare effect.

Since this is my first time, can someone tell me what I did wrong?



> // Persistence of Vision Ray Tracer Scene Description File
> // File: Space.pov
> // Vers: 3.1
> // Desc: A Typical Space Scene
> // Date: 1/13/2000
> // Auth: Bryan Valencia
>
>
> #include "colors.inc"   // Standard Color definitions
> #include "textures.inc" // Standard Texture definitions
> #include "ship2000.inc"
> global_settings{
> radiosity{
>         brightness 3.3      //float value that is the degree to which ambient values
are brightened (3.3)
>         count 100           //number of rays that are sent out  (100)
>         distance_maximum 1  // (required) sets the distance in model units from a
sample at which the error is guaranteed to hit 100% (0)
>         error_bound .4      //the fraction of error tolerated(.4)
>         gray_threshold .5   //grays it down a little, to make your scene more
believable (.5)
>         low_error_factor .8 //sets the amount that the error bound is dropped during
the preliminary image passes(.8)
>         minimum_reuse .015  //the fraction of the screen width which sets the
minimum radius of reuse for each sample point (.015)
>         nearest_count 6     //the maximum number of old ambient values blended
together to create a new interpolated value (6) (<4 for debugging)
>         recursion_limit 1  //how many recursion levels are used to calculate the
diffuse inter-reflection. Valid values are one and two. (1)
> }
>
> }
>
>
> #declare Pic= function{
>   pigment{ marble turbulence 3.35
>     color_map{
>       [0 color Black]
>       [1 color White]
>     }
>   scale <.5,.1,.5>
>   }
> }
>
> #declare R0=1;
> #declare FUNC1=function {"sphere",<R0>}
>
> #declare Planet=isosurface {
>    function{FUNC1(x,y,z)-(Pic(x,y,z)/10)}
>    bounded_by {sphere {0,2.2}}
>    method 2
>    max_gradient 10
> }
>
>
> #declare ThePlanet=union{
>   object{Planet
>     texture{
> /*      pigment{checker color Red color Green scale 1/1000}*/
>
>       pigment{bozo turbulence 3.409875
>         color_map{
>           [0, .95 color Black color Gray]
>           [.95, 1.001 color Green color Yellow]
>         }
>         scale .01
>       }
>
>       finish {phong 0.4}
>
>     }
>   }
>
>   sphere{<0,0,0>,1.035 texture{pigment {color Green} finish{ambient .7} }rotate y*1
scale .99 }
> }
>
>
> object{ThePlanet scale 1000}
>
>
> #declare ShipLoc = <-20,1085,-35>
> #declare ShipRot = <0,0,0>
> #declare CamLoc  = <7, 2, 1>
>
>
>
> camera{
> //postercam settings
>   up y*1
>   right x*2
>
>   location  CamLoc
>   look_at   <0,0,0>
>   rotate ShipRot
>   translate ShipLoc
>
> }
>
You have to remove the ship, because I didn't send the file.

>
> object{Ship2000
>   texture{
>      pigment{color White}
>      finish{Shiny}
>   }
>   rotate ShipRot
>   translate ShipLoc
> }
>
>
>
> sky_sphere{
>   pigment{bozo
>     color_map {
>       [0,0.95 color Black color Black]
>       [0.95,1 color Blue color White]
>     }
>     scale 1/500
>   }
> }
>
>
>
> #declare SunLoc=<-5000,1000,-200>*100;
>
> //cylinder{<0,0,0>,SunLoc, 100 pigment{color Red} finish{ambient 1}}
>
> light_source{SunLoc color White*5
>     looks_like{
>       sphere{<0,0,0>,50000 no_shadow
>         pigment{color White}
>         finish{ambient 1}
>       }
>     }
>   }
>
>
>
> //settings for the Lens Flare Thingy
> #declare cam_loc = CamLoc;
> #declare light_loc =  SunLoc;
> #declare lookat = ShipLoc;
> #declare sky_vect = y;
>
> #declare flare_type = "35mm"
> #declare flare_size = 1;
> #declare flare_brightness = 1;
>
> #include "nkflare.inc"
>


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From: Peter Warren
Subject: Re: The Ship again
Date: 28 Jan 2000 02:19:47
Message: <38914313@news.povray.org>
Bryan

There is a lot going on here. It's interesting to see
the various working images you posted.

I've never used lense flare so I'm no help on that.

Good luck with your Ship project.

Peter Warren
war### [at] hotmailcom


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From: Bob Hughes
Subject: Re: The Ship again
Date: 28 Jan 2000 03:00:07
Message: <38914c87@news.povray.org>
Render this in place of the original (might want to save other first) and
you'll see the flare.  Maybe this will help you figure it out from here.

  #declare ShipLoc = <-20,1085,-35>
  #declare ShipRot = <0,0,0>
  #declare CamLoc  = <7, 2, 1>

  camera {
    // postercam settings
    up y*1
    right x*2
    location  CamLoc
    look_at   <0,0,0>  // this was not the same as lens lookat.
    rotate ShipRot
    translate ShipLoc // trouble spot. see below.
   }

   // settings for the Lens Flare Thingy
  #declare cam_loc = CamLoc;
  #declare light_loc = SunLoc;
  #declare lookat = <0,0,0>;  // now the same as camera look_at
  #declare sky_vect = <0,1,0>;

  #declare flare_type = "35mm"
  #declare flare_size = 3;  // increased for better seeing.
  #declare flare_brightness = 1;

 union { #include "nkflare.inc"  // be sure Library_Path= points to all flare
files.
        rotate ShipRot  // here was the trouble...
        translate ShipLoc // needed to align with camera setup.

 }

Bob

"Bryan Valencia" <bry### [at] 209softwarecom> wrote in message
news:3890F5BC.B0BC3B7C@209software.com...
| ok, I added the lens flare thing, But I may have screwed it up...  I am not
| getting any flare effect.
|
| Since this is my first time, can someone tell me what I did wrong?
|
|
|
| > // Persistence of Vision Ray Tracer Scene Description File
| > // File: Space.pov
| > // Vers: 3.1
| > // Desc: A Typical Space Scene
| > // Date: 1/13/2000
| > // Auth: Bryan Valencia
| >
| >
| > #include "colors.inc"   // Standard Color definitions
| > #include "textures.inc" // Standard Texture definitions
| > #include "ship2000.inc"
| > global_settings{
| > radiosity{
| >         brightness 3.3      file://float value that is the degree to which
ambient values are brightened (3.3)
| >         count 100           file://number of rays that are sent out  (100)
| >         distance_maximum 1  // (required) sets the distance in model units
from a sample at which the error is guaranteed to hit 100% (0)
| >         error_bound .4      file://the fraction of error tolerated(.4)
| >         gray_threshold .5   file://grays it down a little, to make your
scene more believable (.5)
| >         low_error_factor .8 file://sets the amount that the error bound is
dropped during the preliminary image passes(.8)
| >         minimum_reuse .015  file://the fraction of the screen width which
sets the minimum radius of reuse for each sample point (.015)
| >         nearest_count 6     file://the maximum number of old ambient values
blended together to create a new interpolated value (6) (<4 for debugging)
| >         recursion_limit 1  file://how many recursion levels are used to
calculate the diffuse inter-reflection. Valid values are one and two. (1)
| > }
| >
| > }
| >
| >
| > #declare Pic= function{
| >   pigment{ marble turbulence 3.35
| >     color_map{
| >       [0 color Black]
| >       [1 color White]
| >     }
| >   scale <.5,.1,.5>
| >   }
| > }
| >
| > #declare R0=1;
| > #declare FUNC1=function {"sphere",<R0>}
| >
| > #declare Planet=isosurface {
| >    function{FUNC1(x,y,z)-(Pic(x,y,z)/10)}
| >    bounded_by {sphere {0,2.2}}
| >    method 2
| >    max_gradient 10
| > }
| >
| >
| > #declare ThePlanet=union{
| >   object{Planet
| >     texture{
| > /*      pigment{checker color Red color Green scale 1/1000}*/
| >
| >       pigment{bozo turbulence 3.409875
| >         color_map{
| >           [0, .95 color Black color Gray]
| >           [.95, 1.001 color Green color Yellow]
| >         }
| >         scale .01
| >       }
| >
| >       finish {phong 0.4}
| >
| >     }
| >   }
| >
| >   sphere{<0,0,0>,1.035 texture{pigment {color Green} finish{ambient
.7} }rotate y*1 scale .99 }
| > }
| >
| >
| > object{ThePlanet scale 1000}
| >
| >
| > #declare ShipLoc = <-20,1085,-35>
| > #declare ShipRot = <0,0,0>
| > #declare CamLoc  = <7, 2, 1>
| >
| >
| >
| > camera{
| > file://postercam settings
| >   up y*1
| >   right x*2
| >
| >   location  CamLoc
| >   look_at   <0,0,0>
| >   rotate ShipRot
| >   translate ShipLoc
| >
| > }
| >
| You have to remove the ship, because I didn't send the file.
|
| >
| > object{Ship2000
| >   texture{
| >      pigment{color White}
| >      finish{Shiny}
| >   }
| >   rotate ShipRot
| >   translate ShipLoc
| > }
| >
| >
| >
| > sky_sphere{
| >   pigment{bozo
| >     color_map {
| >       [0,0.95 color Black color Black]
| >       [0.95,1 color Blue color White]
| >     }
| >     scale 1/500
| >   }
| > }
| >
| >
| >
| > #declare SunLoc=<-5000,1000,-200>*100;
| >
| > file://cylinder{<0,0,0>,SunLoc, 100 pigment{color Red} finish{ambient 1}}
| >
| > light_source{SunLoc color White*5
| >     looks_like{
| >       sphere{<0,0,0>,50000 no_shadow
| >         pigment{color White}
| >         finish{ambient 1}
| >       }
| >     }
| >   }
| >
| >
| >
| > file://settings for the Lens Flare Thingy
| > #declare cam_loc = CamLoc;
| > #declare light_loc =  SunLoc;
| > #declare lookat = ShipLoc;
| > #declare sky_vect = y;
| >
| > #declare flare_type = "35mm"
| > #declare flare_size = 1;
| > #declare flare_brightness = 1;
| >
| > #include "nkflare.inc"
| >
|
|
|
|
|
|
|
|
|
|
|
|
|
|


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From: Rick [Kitty5]
Subject: Re: The Ship again
Date: 28 Jan 2000 05:12:02
Message: <38916b72@news.povray.org>
whats the focus of the scene your creating the ship or the weird 
swirling thingy?

Rick
  "Bryan Valencia" <bry### [at] 209softwarecom> wrote in message 
news:38909A83.E34DEFAB@209software.com...
  Ok, this is before I got the lens flare post, but it shows the current 
evolution of the project. 
  This was rendered poster size at 3456x1728 using megapov. 
  It took 28 hours to complete 
  Of course I rescaled it for the post :)


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From: Bryan Valencia
Subject: Re: The Ship again
Date: 28 Jan 2000 14:25:18
Message: <3891ECFA.E6B31FF9@209software.com>
The ship is just a place holder. Really I am playing with my first
isosurface sphere.

"Rick [Kitty5]" wrote:

> whats the focus of the scene your creating the ship or the weird
> swirling thingy? Rick

--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209softwarecom


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From: Steve
Subject: Re: Mountain Detail (BIG) 112K b4 post
Date: 29 Jan 2000 08:53:53
Message: <slrn895r07.1fr.sjlen@zero-pps.localdomain>
>Content-Disposition: inline; filename="C:\TEMP\nsmailSQ.jpeg"

The file name really sucks.           ^^^^^^^^^^^^^^^^^^^^^^^^

-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps

  1:22pm  up 11:52,  3 users,  load average: 2.07, 2.04, 2.06


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From: Mark Wagner
Subject: Re: Mountain Detail (BIG) 112K b4 post
Date: 30 Jan 2000 02:09:32
Message: <3893e3ac@news.povray.org>
Bryan Valencia wrote in message <38909B94.4627726C@209software.com>...
>[Image]


Please do not post in HTML.  It is difficult for me to open a picture that
is part of a HTML post using anything but my newsreader, and my newsreader
won't let me see more than a quarter of the picture at a time.

Mark


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