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From: H E  Day
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 12:51:49
Message: <38EA1D5A.462F6F49@fci.net>
> It looks like some kind of automated chemical-handling droid (or I play too
> much Descent).

Police Bot. P-O-L-I-C-E  B-O-T. Say it. :)

--
H.E. Day


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From: H E  Day
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 12:52:14
Message: <38EA1D74.39CCF0C9@fci.net>
> How dare you, raising the bar for everyone else.
> AGAIN! ;-)

I can't help it!

--
H.E. Day


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From: H E  Day
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 12:53:57
Message: <38EA1DDB.2893BE81@fci.net>
> Frighteningly good texturing! Add a Poser baby in there and I'll get sick for
> sure.

No.  No poser babies.  If I can't do it by myself in Pov, I probably don't need
to.

> I like the antennas, but I'm not sure about the roof. I don't think the blue
> paint goes with the rusty rest..

Maybe I should scar and dirty it a little?
--
H.E. Day


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From: H E  Day
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 12:56:55
Message: <38EA1E8C.B5C3F70A@fci.net>
> Sheesh! Very good textureing here! Yes, PLEASE post the source;

Done.

> Personally I cannot understand how this texture possibly can be made...

Functions and pigment_maps.
//Here's the tex code:
#version unofficial MegaPov 0.4;
#include "Colors.inc"
#include "Textures.inc"
global_settings {
//post_process {soft_glow{3/4, 1}}
//post_process {soft_glow{3/4, 8}}
}

#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 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}}



// Noise functions
#declare Noise1 = function {noise3d(x,y,z)}
#declare Noise2 = function {abs(noise3d(x,y,z)-0.5)*2}
#declare Noise3 = function {noise3d(x,y,z)-0.5}


// Waveform functions
#declare SineWave = function {sin(x*z*pi)*y}
 // SineWave(val, amplitude, frequency)
#declare ScallopWave = function {abs(sin(x*z*pi)*y)}
 // ScallopWave(val, amplitude, frequency)


// Miscellaneous functions
#declare Clamp = function {min(y, max(x, z))}
#declare Average = function {(x+y+z)/3}
#declare Min3 = function {min(x, min(y, z))}
#declare Max3 = function {max(x, max(y, z))}

// These may not be right, I was just guessing at them.
#declare Theta = function {atan2(x,z)/(2*pi)}
#declare Phi = function {(atan2(y,sqrt(sqr(x)+sqr(z)))-pi)/(2*pi)}


#declare Base=function {"sphere",<1>}
#declare Add=function {
pigment {
spherical
pigment_map {
[0 rgb .5]
[1 dents color_map{[0 rgb .5][1 rgb .25]}scale .125/2 scale <2,10,2>]
}
translate -y
scale <2/3,1,2/3>
}
}
#declare SphereWDrips =
isosurface {
function {
Base(x,y,z)
+Add(x,y,z)/2
}
eval
accuracy .00125
contained_by{sphere{0,2}}
scale <.5,1,.5>
}


#declare Test =
function {
((noise3d(x,y,z)^1.5)
*noise3d(x*2,y*2,z*2)
*noise3d(x*3,y*3,z*3)
*noise3d(x*8,y*8,z*8)
*noise3d(x*200,y*100,z*200))
}
#declare Test2 =
function {
((noise3d(x,y,z)^.5)
*noise3d(x*2,y*2,z*2)
*noise3d(x*8,y*8,z*8)
*noise3d(x*3+5,y*3+5,z*3+5)
*noise3d(x*60,y*60,z*60)
*noise3d(x*200,y*100,z*200))
}
#declare Bump =
function {
pigment { planar
pigment_map {
[0 rgb 0]
[.5 function {Test(x,y,z)} triangle_wave pigment_map {
[.2 rgb 0]
[.25 function {Test} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4 ]}

translate y
]
[.625 function {Test(x,y,z)} triangle_wave pigment_map {
[0 rgb 0]
[.25 function {Test} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4 ]}

translate y
scale 2/3
]
[.75 function {Test2(x,y,z)} triangle_wave pigment_map {
[.125/2 rgb 0]
[.125 function {Test2} color_map {[.4 rgb .5][.6 rgb .5]}turbulence 1 scale 1/4
]}
translate y
scale 1/2

]
}
scale 8
warp {turbulence 4}
scale 1/8
warp {reset_children}
scale 1
}
}


#declare SlimeyTex1 =
texture {pigment {planar
pigment_map {[0 rgb <1,.5,.5>*4.25 transmit .375 filter .125][.5 bozo color_map
{[.3 rgb .2][.7 rgb .2 transmit .75]}scale 1/12 lambda 1]}
scale 12 warp{turbulence .5} scale 1/12 scale y translate -y*1.25}
//normal {bumps scale .0001 bump_size 4}
finish {ambient .25 diffuse 1}
}
texture {pigment {bozo pigment_map {[.7 bozo color_map {[.5 rgb 1 transmit
.625][.6 rgb 1 transmit 1]} turbulence 1/2 scale .125/2][.75 rgb .175 transmit
1]}scale 8}
scale <1,3,1>
}
texture {
pigment { planar
pigment_map {
[0 rgb 0 transmit 1]
[.5 function {Test(x,y,z)} triangle_wave pigment_map {
[.2 rgb 0 transmit 1]
[.25 bozo color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
]
[.625 function {Test(x,y,z)} triangle_wave pigment_map {
[0 rgb <1,1,.8> transmit 1]
[.25 bozo  color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
scale 2/3
]
[.75 function {Test2(x,y,z)} triangle_wave pigment_map {
[0 rgb <1,1,.8>/3 transmit 1]
[.125*3/4 bozo  color_map {[0 rgb <.3,.32,.2>/2][.5 rgb .15][1 rgb
<.2,.25,.2>/3]}turbulence 2 scale 1/16]}
translate y
scale 1/2
]
}
scale 8
warp {turbulence 4}
scale 1/8
warp {reset_children}
scale y*1.25
}
normal {function {Bump(x,y,z)} bump_size 2}
finish {ambient .25 diffuse 2 phong 1 }
translate y*.625
}

difference {
sphere {0,1 scale .625
hollow
texture {RustedTex1 scale 1.5*y translate -.625*y}
interior {
media {
emission <1,.5,.5>*2
absorption (1-<.9,.5,.5>)*2
method 2
intervals 2
density {
bozo
color_map {
[0 rgb 0]
[1 rgb 1]
}
turbulence 1.5
lambda 1
scale 1/4
}
density {
bozo
color_map {
[0 rgb 0]
[1 rgb 1]
}
scale 1/2
}
scale 2/3
}
}
}
disc {0,-y,1}
}

/*
#declare Base=function {"sphere",<1>}
#declare SlightDrips=function {
pigment {
spherical
pigment_map {
[0 rgb .5]
[1 dents color_map{[0 rgb .5][1 rgb .25]}scale .125/2 scale <2,10,2>]
}
translate -y
scale <3/4,1,3/4>
}
}
#declare ColorMap =
function {
pigment {
spherical
pigment_map {
[0 rgb 0]
[1 dents color_map{[0 rgb 0][1 rgb 1]}scale .125/2 scale <3,10,3>]
}
translate -y
}
}
difference {
isosurface {
function {
Base(x,y,z)
+SlightDrips(x,y,z)/2
}
eval
accuracy .00125
contained_by{sphere{0,4}}
texture {
pigment {
spherical
pigment_map {
[.1 rgb .25 transmit 1]
[.3 dents color_map{[0 rgb .25 transmit 1][.05 rgb .15]}scale .125/2 scale
<2/.75,10,2/.75>]
}
scale <.75,1.5,.75>
}
finish {ambient 1 diffuse 0 phong 1 phong_size 5}
normal {bumps bump_size .5 scale 1/4}
}
scale <.5,1,.5>
translate -.375*y
}
sphere {0,1 scale <.5,1,.5> pigment {rgbt 1}}
interior {
media {
absorption 2
}
}
hollow
}
*/




camera {
direction 1
location <0,-1/2,1>*4
look_at <0,0,0>
}
light_source {<140,0,0>*1000 rgb 1}

background {rgb .125}

//EOF

Hope you can find a use for it!

--
H.E. Day


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From: Sigmund Kyrre Aas
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 16:27:12
Message: <38EA5016.20515CA8@stud.ntnu.no>
"H.E. Day" wrote:
> Maybe I should scar and dirty it a little?

Yeah. Maybe let some of the rust break through?


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From: ryan constantine
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 18:17:40
Message: <38EA6AA2.FEDB365C@yahoo.com>
i echo the request for tutorials-- or at least a texture library to
study.  everyone likes to see nice pics, but everyone likes to learn
from a talented person even more i think.  and while it is probably fun
to be near peerless sometimes, i'm sure you can agree that having peers
of comparable level helps one to elevate one's own abilities as well. 
i'm fairly new to povray and raytracing but i seem to have a talent for
model making.  if i can just learn texturing to the same degree, i could
make some high quality stuff.  that (texturing) seems to be THE thing to
master.  that can make or break a well built model, can't it?

Noah A wrote:
> 
> i've had enough of your hoolagins! tell us where you keep your time machine!
> please no more photographs from the future! hehehe :) anywyas care to make a
> tutorial on modeling and textures even if it isnt pov-ray orinted just theory?
> 
> "H.E. Day" wrote:
> 
> > Here are two new pictures.  The first is a demo of a texture+interior
> > that mimics (I think) pretty well the texture on the baby container in
> > the matrix.
> > You'll note that I put a sphere with this texture on it under the bot.
> > Makes it look creepier. At least I hope so.
> > I'd like to thank whoever suggested the radar antennas.  They give it a
> > real sense of motion.
> > Enjoy and comment!
> >
> > --
> > H.E. Day
> >
> > P.S. I'll post the slimy container texture if there's enough interest.
> >
> >   ------------------------------------------------------------------------
> >  [Image]  [Image]


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From:
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 18:56:18
Message: <38ea7312@news.povray.org>
H.E. Day wrote:
>No.  No poser babies.  If I can't do it by myself in Pov, I probably don't
need
>to.

I love your attitude !
IMHO people are relying too much on expensive programs to do everything for
them with a few mouseclicks (I havent used poser myself so I don't know how
much you have to do to get a nice model out of it but I don't think it's
hard).

Oh, and lovely work again :P

Jide


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From: David Fontaine
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 19:02:35
Message: <38EA744A.6161796F@faricy.net>
"H.E. Day" wrote:

> > It looks like some kind of automated chemical-handling droid (or I play too
> > much Descent).
>
> Police Bot. P-O-L-I-C-E  B-O-T. Say it. :)

"It"

--
___     _______________________________________________
 | \     |_          <dav### [at] faricynet> <ICQ 55354965>
 |_/avid |ontaine        http://www.faricy.net/~davidf/

"The only difference between me and a madman is that I'm not mad." -Dali


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From: TonyB
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 4 Apr 2000 21:50:08
Message: <38ea9bd0@news.povray.org>
Help! My lower jaw fell down so far it broke off!!!


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From: Chris Spencer
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 5 Apr 2000 17:17:58
Message: <38ebad86@news.povray.org>
> i echo the request for tutorials-- or at least a texture library to
> study.  everyone likes to see nice pics, but everyone likes to learn
> from a talented person even more i think.  and while it is probably fun
> to be near peerless sometimes, i'm sure you can agree that having peers
> of comparable level helps one to elevate one's own abilities as well.
> i'm fairly new to povray and raytracing but i seem to have a talent for
> model making.  if i can just learn texturing to the same degree, i could
> make some high quality stuff.  that (texturing) seems to be THE thing to
> master.  that can make or break a well built model, can't it?

I have to agree with you, but as monotonous as it might sound, the key to
mastering anything is practice.  Don't think H.E. Day became an H.E. Day
overnight... He's spent hundreds of hours refining his skills over the
course of several years...

Still a tutorial would be nice...or at least a tip towards the method behind
the madness.

-Chris-


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