|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Have anyone work'd out a good planetary ring texture?
Best,
S.
--
----------------------------------------------------------
Steven Pigeon Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca Topics: data compression,
pig### [at] jspumontrealca signal processing,
ste### [at] researchattcom non stationnary signals
and wavelets.
----------------------------------------------------------
http://www.iro.umontreal.ca/~pigeon
Post a reply to this message
Attachments:
Download 'planete.jpg' (14 KB)
Preview of image 'planete.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
What you've got there isnt bad, if you were to remove the reflection on it.
They should be dull.
--
Dirk
------------------------------------------------------------------
-=<dir### [at] lemongeckoorg>=- -=<http://lemongecko.org>=-
"The line noise is visually encapsulated into a small pill
that's easy to swallow" --O'Reilly's Programming Perl
No PGP. Nothing I do is that important. This was an ASCII sig.
------------------------------------------------------------------
"Steven Pigeon" <pig### [at] iroumontrealca> wrote in message
news:38C41292.2A9D67BF@iro.umontreal.ca...
>
>
> Have anyone work'd out a good planetary ring texture?
>
>
> Best,
>
> S.
>
> --
> ----------------------------------------------------------
> Steven Pigeon Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca Topics: data compression,
> pig### [at] jspumontrealca signal processing,
> ste### [at] researchattcom non stationnary signals
> and wavelets.
> ----------------------------------------------------------
> http://www.iro.umontreal.ca/~pigeon
>
>
----------------------------------------------------------------------------
----
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
add an alpha map like thng to this and use crackle scaled down really small
Steven Pigeon wrote:
> Have anyone work'd out a good planetary ring texture?
>
> Best,
>
> S.
>
> --
> ----------------------------------------------------------
> Steven Pigeon Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca Topics: data compression,
> pig### [at] jspumontrealca signal processing,
> ste### [at] researchattcom non stationnary signals
> and wavelets.
> ----------------------------------------------------------
> http://www.iro.umontreal.ca/~pigeon
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
also reflection is fine what if it was a metalic based ring? no polution from
dirt on the metal and it would be slightly glossed, just use mega pov blurred
reflection
Steven Pigeon wrote:
> Have anyone work'd out a good planetary ring texture?
>
> Best,
>
> S.
>
> --
> ----------------------------------------------------------
> Steven Pigeon Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca Topics: data compression,
> pig### [at] jspumontrealca signal processing,
> ste### [at] researchattcom non stationnary signals
> and wavelets.
> ----------------------------------------------------------
> http://www.iro.umontreal.ca/~pigeon
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
What are the circle and line symbols over the planet
for?
Steven Pigeon wrote:
>
> Have anyone work'd out a good planetary ring texture?
>
> Best,
>
> S.
>
> --
> ----------------------------------------------------------
> Steven Pigeon Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca Topics: data compression,
> pig### [at] jspumontrealca signal processing,
> ste### [at] researchattcom non stationnary signals
> and wavelets.
> ----------------------------------------------------------
> http://www.iro.umontreal.ca/~pigeon
>
> ------------------------------------------------------------------------
> [Image]
--
Mr. Art
"Often the appearance of reality is more important
than the reality of the appearance."
Bill DeWitt 2000
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Steven Pigeon wrote:
>
> Have anyone work'd out a good planetary ring texture?
>
> Best,
This isn't bad at all. The rings on "our" planets vary greatly, so I can't see
why these shouldn't be just as possible. Well, I'm not sure if you that strong
highlight is realistic. And ambient should be 0 for planets.
I've made a fairly detailed Saturn ring texture, but I don't think you can use
it for anything else. It's in the binaries.scene-files group if you're
interested, posted 28.11.99. It's also available from
http://www.stud.ntnu.no/~as/down.
sig.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Here's an image of what I would do. You will need the SuperPatch or MegaPov to
use it, though.
Here's the code for the ring:
disc{
<0,0,0>,<0,1,0>,10,6
pigment{
function noise3d( sqrt( x^2+z^2 ), 0, sqrt( x^2+z^2 ) )
scale .4
color_map{[0 rgbf 1][1 rgb<1 1 .9>]}
}
finish{
ambient 0
diffuse 1.5
}
}
Steven Pigeon wrote:
> Have anyone work'd out a good planetary ring texture?
>
> Best,
>
> S.
>
> --
> ----------------------------------------------------------
> Steven Pigeon Ph. D. Student.
> University of Montreal.
> pig### [at] iroumontrealca Topics: data compression,
> pig### [at] jspumontrealca signal processing,
> ste### [at] researchattcom non stationnary signals
> and wavelets.
> ----------------------------------------------------------
> http://www.iro.umontreal.ca/~pigeon
>
> ------------------------------------------------------------------------
> [Image]
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit the still unfinished isosurface tutorial: http://members.aol.com/stbenge
Post a reply to this message
Attachments:
Download 'ringed.jpg' (13 KB)
Preview of image 'ringed.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wasn't it Noah A who wrote:
>also reflection is fine what if it was a metalic based ring? no polution from
>dirt on the metal and it would be slightly glossed, just use mega pov blurred
>reflection
Each individual particle might reflect, but those reflections would be
in totally random directions because the particles are oriented
randomly. Take a look at a pile of iron filings.
--
Mike Williams * ##
Gentleman of Leisure
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Tue, 7 Mar 2000 01:19:59 +0000, Mike Williams <mik### [at] nospamplease>
wrote:
>Each individual particle might reflect, but those reflections would be
>in totally random directions because the particles are oriented
>randomly. Take a look at a pile of iron filings.
Isn't this precisely how blurred reflection in MegaPOV works?
Peter Popov
pet### [at] usanet
ICQ: 15002700
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Sigmund Kyrre Aas wrote:
> Steven Pigeon wrote:
> >
> > Have anyone work'd out a good planetary ring texture?
> >
> > Best,
>
> This isn't bad at all. The rings on "our" planets vary greatly, so I can't see
> why these shouldn't be just as possible. Well, I'm not sure if you that strong
> highlight is realistic. And ambient should be 0 for planets.
Actually, it is 0. But on the other hand earth shines quite a lot. It doesreflect
~39% of the light it receives. A ring in low orbit would have a
good 'earth shine'. If the moon does, after all...
>
>
> I've made a fairly detailed Saturn ring texture, but I don't think you can use
> it for anything else. It's in the binaries.scene-files group if you're
> interested, posted 28.11.99. It's also available from
> http://www.stud.ntnu.no/~as/down.
>
> sig.
--
----------------------------------------------------------
Steven Pigeon Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca Topics: data compression,
pig### [at] jspumontrealca signal processing,
ste### [at] researchattcom non stationnary signals
and wavelets.
----------------------------------------------------------
http://www.iro.umontreal.ca/~pigeon
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |