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Darcy Johnston <djo### [at] inamecomNOSPAM> wrote in article
<38c9d789$1@news.povray.org>...
> I agree with much of Ross' critisisms, but I would add that it seems as
if
> the ambient portion of the windows' texture is too high, so there seems
ot
> be lack of depth to them. But as was already mentioned, I highly doubt I
> could do better. :)
Already fixed!
> One question somewhat off topic: You mentioned some time ago that you
were
> attempting to create a tutorial on using blobs. I was wondering how that
was
> coming along? Any chance we may see it soon? And in the interim, are
there
> any basic hints you could offer to get us started? This is a area of
Povray
> in which I really lack any skill. Also, any insight you could offer on
how
> you do create your textures might also be quite helpfull.
Sure. Lets see, a basic hint......Ok. To me, blob modeling is a lot like
modeling with clay. You can add bits, you an scoop huge chunks out, you
can taper to a point. My personal trick, without which I couldn't make
anything, is what I call Feathering.
It's taking a blob component, say a sphere,
sphere {0,1,1 scale <30,5,70> translate -4*y-40*z}
and copying and pasting it several times. Now go back to the first three
numbers:
sphere {0,1,1.......
sphere {0,1,1.......
sphere {0,1,1.......
Now you decrease the blob power (third number) and increase the radius
(second number). Leave the first alone.
sphere {0,1,1/2.......
sphere {0,1.2,1/4.......
sphere {0,1.4,1/4.......
Note how the powers of the three components add up to the power of the
sphere you started with. When rendered with other components this serves
to greatly smooth the lines between components. The downside, however, is
rather messy code. Still the speed decrease is minimal. I once had a 10
component blob and a 10000 component blob. The first only rendered one
second faster than the second!!!! You must remember to manually bound your
blobs. To do so put the blob in a union {} statement,
union {
blob{....}
}
and use the same bounds on both.
union {
blob {....
bounded_by {...}
clipped_by {bounded_by}
}
bounded_by {...}
clipped_by {bounded_by}
}
This will seriously speed the render up!
Hope this helps you!
--
H.E. Day
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> You know that scanning in and posting professional books will probably
get
> you in trouble.
I hate that joke.
--
H.E. Day
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In article <01bf8ba4$f9328bc0$f0073ea6@default>, "H. E. Day"
<Pov### [at] aolcom> wrote:
> My personal trick, without which I couldn't make anything, is what I
> call Feathering.
> ...
> Note how the powers of the three components add up to the power of the
> sphere you started with. When rendered with other components this serves
> to greatly smooth the lines between components. The downside, however, is
> rather messy code.
This looks like a good place to use a macro...all that
copy-paste-modifying could be automated.
> You must remember to manually bound your blobs. To do so put the
> blob in a union {} statement,
> union {
> blob{....}
> }
> and use the same bounds on both.
>
> union {
> blob {....
> bounded_by {...}
> clipped_by {bounded_by}
> }
> bounded_by {...}
> clipped_by {bounded_by}
> }
>
> This will seriously speed the render up!
I think you could use the object keyword instead of union, and get the
same effect(without the warning about only having one object in a CSG).
And I think you might be able to use "hierarchy off" instead of the
wrapper object...
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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I have the warning-to-console turned completely off. It bugged me.
And hierarchy off slows it down, rather than speeds it up.
--
H.E. Day
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In article <38CAF9F4.821379A1@fci.net>, Pov### [at] aolcom wrote:
> I have the warning-to-console turned completely off. It bugged me.
Ouch. In my way of thinking, a warning is an indication of a possible
severe problem. I track them down and eliminate them at once.
Warnings have helped me find stupid mistakes many times, when I would
normally have just glanced over the same area of code.
> And hierarchy off slows it down, rather than speeds it up.
I am actually not surprised, I was just making a wild guess. It turns
off the bounding hierarchy for the individual components, which can
sometimes remove artifacts.
But did you try using object instead of union?
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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"H. E. Day" wrote:
> > You know that scanning in and posting professional books will probably
> get
> > you in trouble.
>
> I hate that joke.
>
> --
> H.E. Day
Sorry.
But it was my first thought when I saw them.
My next was "hey, he got himself an airbrush"
--
"My new computer's got the clocks, it rocks
But it was obsolete before I opened the box" - W.A.Y.
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Ken wrote in message <38CA0E9D.DB449045@pacbell.net>...
>Does this mean that you rue the Day ?
Just for good measure -- "UGH"
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On Fri, 10 Mar 2000 17:41:26 -0800, H.E. Day wrote:
This looks great, it'd be good to see it against a dark background.
Just thought, I could do that in gimp.
--
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
10:45pm up 6:31, 4 users, load average: 1.00, 1.00, 1.00
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Is it just me, or do other people go to a science fiction movie and read all
the credits looking for "H.E. Day"?
Another fabulous modeling job.
Josh
"H.E. Day" wrote:
> No, not the aliens. The ships! I've been wanting to do this for some
> time, and I think the semifinished model compares very favorably with
> the model used on the actual shows and movies.
> (http://www.west.net/~brandonm/worlds.htm)
> Anywaaay, this model uses the trace() function extensively. When I say
> extensively, I really, really, mean it. I also used the new blob
> pattern to selectively, well, select areas on the surface to texture.
> And, yes, I did use the base texture from my Cruiser pic.
> Took about a half hour to hour per pic to render. Spent about 3 days on
> the modeling and texturing.
> Comments? Suggestions? Jobs? :)
>
> --
> H.E. Day
>
> ------------------------------------------------------------------------
> [Image] [Image] [Image] [Image]
--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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have you thought about wwriting a blobs tutorial? you seem to have quite a
knack for blobs that the rest of us could benefit from.
"H.E. Day" wrote:
> No, not the aliens. The ships! I've been wanting to do this for some
> time, and I think the semifinished model compares very favorably with
> the model used on the actual shows and movies.
> (http://www.west.net/~brandonm/worlds.htm)
> Anywaaay, this model uses the trace() function extensively. When I say
> extensively, I really, really, mean it. I also used the new blob
> pattern to selectively, well, select areas on the surface to texture.
> And, yes, I did use the base texture from my Cruiser pic.
> Took about a half hour to hour per pic to render. Spent about 3 days on
> the modeling and texturing.
> Comments? Suggestions? Jobs? :)
>
> --
> H.E. Day
>
> ------------------------------------------------------------------------
> [Image] [Image] [Image] [Image]
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