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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Impressive!
<br>How about a brass-colored antenna coming out of the top of it's head?
with a light on top? whatever?
<p>Keep up the AMAZING work...
<p>"H.E. Day" wrote:
<blockquote TYPE=CITE>Here's a little sample of what I'm working on for
the current IRTC
<br>round, The City. A very small sample. In fact, this is
just about 1/25
<br>of the detail I'm putting into this image. We're talking a 4
day render
<br>*expected*. I got the idea for the docbot in the Matrix. (To
see some
<br>actual hi-res images from the film go to:
<br><a
href="http://www.angelfire.com/id/digitalnature/index.html">http://www.angelfire.com/id/digitalnature/index.html</a>
.
<br>Yes, this guy really worked on the film.)
<br>Please, tell me what you think.
<br>--
<br>H.E. Day
<p> ------------------------------------------------------------------------
<br> [Image]</blockquote>
</html>
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Sweet Jesus!!!!!!
You never seem to stop amazing me :P
Jide
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Quite amazing!
I'm wondering how you got that _beautiful_ tarnished copper texture though
;)
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> I'm wondering how you got that _beautiful_ tarnished copper texture though
> ;)
I made it up.
--
H.E. Day
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H.E. Day wrote in message <38E6D75D.BFBEDC7E@fci.net>...
>> I'm wondering how you got that _beautiful_ tarnished copper texture
though
>> ;)
>
>I made it up.
>--
>H.E. Day
>
Smartass :)
It's really a wonderfully done texture - and a superb model.
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Really great stuff. Both yours and Grant Niesner's.
Bob
"H.E. Day" <hed### [at] fcinet> wrote in message news:38E665F5.E9F9D694@fci.net...
| Here's a little sample of what I'm working on for the current IRTC
| round, The City. A very small sample. In fact, this is just about 1/25
| of the detail I'm putting into this image. We're talking a 4 day render
| *expected*. I got the idea for the docbot in the Matrix. (To see some
| actual hi-res images from the film go to:
| http://www.angelfire.com/id/digitalnature/index.html .
| Yes, this guy really worked on the film.)
| Please, tell me what you think.
| --
| H.E. Day
|
|
--------------------------------------------------------------------------------
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Wow!
Alf
H.E. Day <hed### [at] fcinet> wrote in message news:38E665F5.E9F9D694@fci.net...
> Here's a little sample of what I'm working on for the current IRTC
> round, The City. A very small sample. In fact, this is just about 1/25
> of the detail I'm putting into this image. We're talking a 4 day render
> *expected*. I got the idea for the docbot in the Matrix. (To see some
> actual hi-res images from the film go to:
> http://www.angelfire.com/id/digitalnature/index.html .
> Yes, this guy really worked on the film.)
> Please, tell me what you think.
--
> H.E. Day
>
>
--------------------------------------------------------------------------------
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Well....
My posts look like child drawings after that...
So... I'll never just approach this quality, so I decide to never post again a pic
here...
Is there a povray.binaries.images.common-guy group here ?.... :-)
--
FD aka Freddy D. aka Prof D.
Pro### [at] wanadoofr
http://profd.est-ici.org
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"Freddy D." wrote:
> Is there a povray.binaries.images.common-guy group here ?.... :-)
Try here - news://news.newz.net/nzn.fr.3d.pov
:-)
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Yeah, and here it is:
(By the way, this requires MegaPov .4)
#declare Scarring =
texture {pigment {bozo color_map {[0 rgb .175 transmit .75][1 rgb .175
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb .125 transmit
.75][1 rgb .125 transmit 1]}scale .125][.5 rgb .175 transmit 1]}scale
2}translate 25}
#declare Rusting2 =
texture {pigment {bozo color_map {[0 rgb <1,.5,.4> transmit .875][1 rgb
<1,.5,.4> transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <1,.5,.4>
transmit .875][1 rgb <1,.5,.4> transmit 1]}scale .125][.5 rgb .175 transmit
1]}scale 2}translate 25}
#declare Chipping =
texture {pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit
.25][.3 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175
transmit 1]}scale 8}}
#declare Test =
function {
(noise3d(x,y,z)^0.3)
*noise3d(x*5,y*5,z*5)
*(noise3d(x*20,y*20,z*20)^0.3)
}
#declare Test2 =
function {
(noise3d(x,y,z)^2)
*noise3d(x*5,y*5,z*5)
*(noise3d(x*20,y*20,z*20)^0.3)
}
#declare RustedTex1 =
texture {
pigment { function {Test} triangle_wave
pigment_map {
[.7 bozo color_map {[.4 rgb 1][.5 rgb <.6,.65,.8>][.6 rgb .65]} turbulence
1 scale 1/2]
[.8 bozo color_map {[0 rgb <.6,.4,.3>][1 rgb <.6,.5,.4>*1.5]} scale 1/3]
}
scale 1.5
}
normal { function {Test2} bump_size 1/3 scale 1/4}
finish {ambient 0 diffuse 1 phong 1.5 metallic phong_size 10}
}
texture {Scarring scale 1/16}
texture {Chipping scale 1/16}
texture {Scarring scale 1/16 scale 4*y}
texture {Scarring scale 1/32}
texture {Rusting2 scale 1/5 scale 2*z}
Do hope you can use it.
--
H.E. Day
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