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iT HASN'T BEEN 24 HOURS YET!
sorry, I bumped my CapsLock again but I'm too lazy to retype that
--
___ ______________________________________________________
| \ |_ <dav### [at] faricynet> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"Sitting on a cornflake, waiting for the van to come" -Beatles
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I am equally clue less on the mega pov and features... I have my hands full w/
the official and until i feel i have mastered all of the language in the
official ( bu that time i am sure it will have changed ) i will stick to the
basics...?
"H.E. Day" wrote:
> > The shield looking structures at the front of the ship... They are slightly
> > curved... Or is this a visual trick... How, Actually what are they made
> > from... I am guessing,, pieces of a thickened sphere...
>
> Nope. They are differenced and intersectioned cylinders.
>
> >
> > I have no guess for the texture for i am a blind man w/ procedural
> > features... I have know idear how to even start making a macro...
>
> Not a macro, but a MegaPov texture.
>
> --
> H.E. Day
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Incredible... A little off-topic, but how many years have you been working
with POV/MegaPOV?
-Chris-
H.E. Day <hed### [at] fcinet> wrote in message news:38BAECA5.C322BF1F@fci.net...
> Here is the MegaPov code.
>
> #declare Scarring =
> texture {pigment {bozo color_map {[0 rgb .175 transmit .875][1 rgb .175
> transmit 1]}scale 2}}
> texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125
transmit
> .667][1 rgb .125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
> 2}translate 25}
>
> #declare HullTexture =
> texture {
> pigment {
> crackle metric 1
> color_map {
> [0 rgb .75]
> [1 rgb 1.5 ]
> }
> scale 1/4
> scale <1,1,3>
> }
> normal {crackle metric 1 scale 1/3 scale <1,1,3> bump_size 1/2}
> finish {ambient 0 phong 1.5 metallic}
> }
> texture {Scarring scale 2*z scale .25}
> texture {Scarring scale 2*z scale .5}
> texture {Scarring scale 2*z scale .5}
> texture {Scarring scale 2*z scale 1}
>
> Where the two color_map entries are the maximum and minimum colors for
the
> texture. Enjoy! ;->
>
> --
> H.E. Day
>
>
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If I think Galaxy Quest my sides would hurt. It looks like it was inspired by the
Earth ships, if we have to use B5 as a comparison, and I really really liked the
series... Except for the rotating bit, I say you nailed it, yeah.
"H.E. Day" wrote:
> Josh English wrote:
>
> > If it was anyone else with that Subject I would probably be slightly offended.
> > Again your mastery of detail stuns me. As far as the B5 thing.... don't all
> > the big earth ships in B5 have a rotating section? I don't see anthing here
> > that can roatate easily... or is this after Minbar shared gravity generators
> > with Earth?
>
> I was referring to the general design and graphic "look" of B5. Not any specific
> design features. I try not to take sci-fi to seriously. Think Galaxy Quest. :)
>
> --
> H.E. Day
--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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Well, I like it, but how many bathrooms does it have? The Enterprise D only
had one, which caused problems for the 1500 crew and family members.
--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209softwarecom
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5 years. Started when I was 12.
Chris Spencer wrote:
> Incredible... A little off-topic, but how many years have you been working
> with POV/MegaPOV?
>
> -Chris-
>
> H.E. Day <hed### [at] fcinet> wrote in message news:38BAECA5.C322BF1F@fci.net...
> > Here is the MegaPov code.
> >
> > #declare Scarring =
> > texture {pigment {bozo color_map {[0 rgb .175 transmit .875][1 rgb .175
> > transmit 1]}scale 2}}
> > texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125
> transmit
> > .667][1 rgb .125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
> > 2}translate 25}
> >
> > #declare HullTexture =
> > texture {
> > pigment {
> > crackle metric 1
> > color_map {
> > [0 rgb .75]
> > [1 rgb 1.5 ]
> > }
> > scale 1/4
> > scale <1,1,3>
> > }
> > normal {crackle metric 1 scale 1/3 scale <1,1,3> bump_size 1/2}
> > finish {ambient 0 phong 1.5 metallic}
> > }
> > texture {Scarring scale 2*z scale .25}
> > texture {Scarring scale 2*z scale .5}
> > texture {Scarring scale 2*z scale .5}
> > texture {Scarring scale 2*z scale 1}
> >
> > Where the two color_map entries are the maximum and minimum colors for
> the
> > texture. Enjoy! ;->
> >
> > --
> > H.E. Day
> >
> >
--
H.E. Day
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*flush*
--
H.E. Day
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So why are you whining?
--
H.E. Day
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>>Except for the rotating bit, I say you nailed it, yeah.
A ship with a nail throu it? that would look cool... (hint hint)
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Thanks a lot
Jerome
--
* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde... * http://www.enst.fr/~jberger
*******************************
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