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"Rick [Kitty5]" <pov### [at] dial pipex com> wrote in message
news:389465f9@news.povray.org...
> i think its flat, looks similar to the technique used in video games, as
> long as the discs allways face the camera all is cool, but rembering
povray
> is a raytracer, this could cause real problems in a scene where a stray
> reflection would give the game away..
Yes, this is the similar technique used in games and it has problems with
reflections, but It will serve very well in most situations is static
pictures. You gave me now the idea to implement switch which can be used
for switching between real 3D objects + media and this 'fake' solution.
Hmm...
lot's of work for this night. ;-)
Toni.
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"David Fontaine" <dav### [at] faricy net> wrote in message
news:3893BB4B.2112AE49@faricy.net...
> Looks good, but is it 3D or just flat perpindicular to the camera.
It is flat and pointing in direcion of camera.
Toni.
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In article <3894b995@news.povray.org>, "Toni Bratincevic"
<tbr### [at] barok foi hr> wrote:
> Yes, this is the similar technique used in games and it has problems with
> reflections, but It will serve very well in most situations is static
> pictures. You gave me now the idea to implement switch which can be used
> for switching between real 3D objects + media and this 'fake' solution.
> Hmm...
> lot's of work for this night. ;-)
Maybe instead of a single disk for each "particle" use 3 disks, one for
each axis. This would not be perfect, but might make the problems with
reflections and refraction less apparent and might be good for
fire/smoke at a distance.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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Toni Bratincevic wrote:
>
> "David Fontaine" <dav### [at] faricy net> wrote in message
> news:3893BB4B.2112AE49@faricy.net...
> > Looks good, but is it 3D or just flat perpindicular to the camera.
>
> It is flat and pointing in direcion of camera.
>
> Toni.
So couldn't you use a couple of layers like with Jaimes cloud-trick
(it's his, isn't it?)?
Remco
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I don't want to take anything away from Jaime Vives, but that "multiple
textured planes" has been in existence in the pov community for years !
When i learned about it it was called "Ahern clouds" from Sean Ahern, who
had a web page where he exposed the technique and showed a few pictures.
:)
It's not such difficult ideo to come up with anyways so i guess Jaime
Vives probably arrived at the technique independently.
I can't find the Sean Ahern page anymore though, i guess he left the pov
community.
sulf
Remco de Korte wrote:
> Toni Bratincevic wrote:
> >
> > "David Fontaine" <dav### [at] faricy net> wrote in message
> > news:3893BB4B.2112AE49@faricy.net...
> > > Looks good, but is it 3D or just flat perpindicular to the camera.
> >
> > It is flat and pointing in direcion of camera.
> >
> > Toni.
>
> So couldn't you use a couple of layers like with Jaimes cloud-trick
> (it's his, isn't it?)?
>
> Remco
--
==================== Sulfugor ============================
remove "spamkiller" from sul### [at] aei spamkiller ca
Web den: http://www.geocities.com/Area51/Station/3930/index.htm
grafx : http://www.geocities.com/Area51/Station/3930/grafx.htm
"The stars that saw the birth of our ancestors shall watch
our descendant's last steps on Earth .. "
-AT THE GATES(RIP)
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Yep, I'm sure so much experimentation goes on in POV-Ray that there are probably
hundreds or thousands of common occurrences. It's the things that are expanded
upon the most that get noticed I think. And then there are still probably many
coincident occurrences of those. I would even have to believe that much of what
gets made by people doesn't ever get seen by anyone else.
Bob
"sulf" <sul### [at] aei ca> wrote in message news:3898472B.85D7B856@aei.ca...
| I don't want to take anything away from Jaime Vives, but that "multiple
| textured planes" has been in existence in the pov community for years !
| When i learned about it it was called "Ahern clouds" from Sean Ahern, who
| had a web page where he exposed the technique and showed a few pictures.
| :)
| It's not such difficult ideo to come up with anyways so i guess Jaime
| Vives probably arrived at the technique independently.
| I can't find the Sean Ahern page anymore though, i guess he left the pov
| community.
|
| sulf
|
| Remco de Korte wrote:
|
| > Toni Bratincevic wrote:
| > >
| > > "David Fontaine" <dav### [at] faricy net> wrote in message
| > > news:3893BB4B.2112AE49@faricy.net...
| > > > Looks good, but is it 3D or just flat perpindicular to the camera.
| > >
| > > It is flat and pointing in direcion of camera.
| > >
| > > Toni.
| >
| > So couldn't you use a couple of layers like with Jaimes cloud-trick
| > (it's his, isn't it?)?
| >
| > Remco
|
| --
| ==================== Sulfugor ============================
| remove "spamkiller" from sul### [at] aei spamkiller ca
| Web den: http://www.geocities.com/Area51/Station/3930/index.htm
| grafx : http://www.geocities.com/Area51/Station/3930/grafx.htm
|
| "The stars that saw the birth of our ancestors shall watch
| our descendant's last steps on Earth .. "
| -AT THE GATES(RIP)
|
|
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Wow. I'd like to see that in a real scene, but it's great.
Toni Bratincevic wrote:
> This was done in. cca 10 minutes after idea of how to fake fire come to my
> head. Fire on this picture was not done with media and spheres as most users
> done it. It was done using only discs and textures. :-)
>
> I'll have some nice ideas of how to make it more real, and it will probably
> become macro in few days.
>
> Render time: 4 minutes (P133)
>
> Toni.
>
> [Image]
--
Josh English
eng### [at] spiritone com
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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> Maybe instead of a single disk for each "particle" use 3 disks, one for
> each axis. This would not be perfect, but might make the problems with
> reflections and refraction less apparent and might be good for
> fire/smoke at a distance.
i,ve tried that, and it looks to weird, you can actually make out the
intersecting discs - messy
Rick
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"Rick [Kitty5]" wrote:
> > Maybe instead of a single disk for each "particle" use 3 disks, one for
> > each axis. This would not be perfect, but might make the problems with
> > reflections and refraction less apparent and might be good for
> > fire/smoke at a distance.
>
> i,ve tried that, and it looks to weird, you can actually make out the
> intersecting discs - messy
It's all in the texturing :-) IMHO it is hard to get satisfying rgbf/rgbt
values for this type of situation.
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricy net>
|_/avid |ontaine <ICQ 55354965>
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This is probably the best looking fire I've
ever seen. No doubt it'll make an appearance
in your next IRTC entry.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
8:33pm up 1 day, 20:02, 5 users, load average: 1.01, 1.02, 0.98
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