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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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From: Moon47
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 5 Apr 2000 23:15:54
Message: <38EAB271.9D671A13@earthlink.net>
I think... The round containers under the bot(s) look out of place... The egg
looks good and creepy but not w/ the bot... it seems to takeaway from the
sense that they are hovering... which i was partial to...

Agreed the antenna look superb... ;)

"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: Moon47
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 5 Apr 2000 23:33:00
Message: <38EAB674.3164FF97@earthlink.net>
Wisenheimer'

David Fontaine wrote:

> "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: Moon47
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 5 Apr 2000 23:35:24
Message: <38EAB705.1266DD76@earthlink.net>
I like it the way it is...=0

"H.E. Day" wrote:

> > 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: Moon47
Subject: Re: A bot renewed (2 pics ~43kbu)
Date: 5 Apr 2000 23:38:24
Message: <38EAB7B8.2C436B39@earthlink.net>
Ditto...

TonyB wrote:

> Help! My lower jaw fell down so far it broke off!!!


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From: Freddy D 
Subject: Re: Tutorial ? (was : A bot renewed (2 pics ~43kbu))
Date: 6 Apr 2000 15:33:23
Message: <38ece683@news.povray.org>
Tutorial ?.. you got it :-)

How to make a real good object in few steps :

1 - Create a file like this :

// Standard includes
#include "color.inc"
#include "textures.inc"

// Camera stuff here as you want
camera {
    .../...
    }

// Light source here as you want
Light_source {...
    .../...
    }

// H.E.Day includes
#include "new_textures.inc"
#include "big_textures.inc"
#include "amazing_tex.inc"
#include "incredible_tex.inc"
#include "crazy_tex.inc"
#include "more_stuff.inc"
#include "even_more_crazy_stuff.inc"
#include "I_dont_understand_tex.inc"

// Personal object
object {
    sphere { <0,0,0> 1 }
    rotate <17,23,47> // Just to show I understand something...
    texture {
        H_E_Day_tex // Put here a name (whatever it is called, H.E.Day made it..)
        }
    }

// End of file

Step 2 : render... It will take a few hours or days, but the result will be really
awesome, as usually when using H.E.Day textures....

Step 3 : post it on pbi and say 'Look !... I made this !...'

Question : do I have understood something ?...
--
FD aka Freddy D. aka Prof D.
Pro### [at] wanadoofr
http://profd.est-ici.org


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From: H E  Day
Subject: Tutorial!!
Date: 6 Apr 2000 23:28:53
Message: <38ED5579.F87A84F4@fci.net>
Ironically, you're not far from the truth.
Here are the texture declares I use:

#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 Rusting =
texture {pigment {bozo color_map {[0 rgb <1,.5,.4> transmit .75][1 rgb <1,.5,.4>
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <1,.5,.4> transmit
.75][1 rgb <1,.5,.4> 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 Dirt =
texture {pigment {bozo color_map {[0 rgb <.6,.5,.4> transmit .75][1 rgb <.6,.5,.4>
transmit 1]}scale 2}}
texture {pigment {bozo pigment_map {[0 bozo color_map {[0 rgb <.6,.5,.4> transmit
.75][1 rgb <.6,.5,.4> transmit 1]}scale .125][.5 rgb <.6,.5,.4> transmit 1]}scale
2}translate 5}
#declare Chipping =
texture {
pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit .125][.3 rgb 1
transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175 transmit 1]}scale 8}
}
#declare Chipping2 =
texture {
normal {bozo normal_map {[.4 bozo normal_map {[.2 bumps scale 1/16/12 bump_size
1/12][.3 bumps scale 1/8 bump_size 0]} turbulence 1/2 scale .125/2][.5 bumps scale 1/8
bump_size 0]}scale 8}
pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1 transmit .125][.3 rgb 1
transmit 1]} turbulence 1/2 scale .125/2][.5 rgb .175 transmit 1]}scale 8}
}
#declare Chipping3 =
texture {
pigment {bozo pigment_map {[.4 bozo color_map {[.2 rgb 1.5][.3 rgb 1 transmit 1]}
turbulence 1/2 scale .125/2][.5 rgb .175 transmit 1]}scale 8}
}

I take these and layer them on, just like in the real world.  Here are some examples:

//Concrete Pavement Texture
pigment {rgb 1}
normal {dents scale 1 turbulence 1 bump_size 1/3}
finish {ambient .1 diffuse .9 phong .05 phong_size 2 crand .05}
texture {Scarring scale <1,4,4>}
texture {Scarring scale <1,4,4> scale 2}

//Adobe-like building texture:
pigment {rgb <1,.95,.9>}
normal {dents scale 1/4}
finish {ambient .1 diffuse .9 phong .05 phong_size 2 crand .1}
texture {Scarring scale 4*y}
texture {Scarring scale 4*y scale 2}
texture {Rusting2 scale 2*y scale 1/2 translate 20}
texture {Chipping scale 1/4}
texture {Rusting scale 2*y scale 2 translate -20}


//Signpost Texture:
pigment {rgb <.875,1,.8755>}
finish {ambient 0 diffuse 1 phong .25 phong_size 10}
texture {Scarring scale 4*y}
texture {Chipping scale 3/4}
texture {Rusting  translate 45 scale 4*y}

// A nice, frothy water texture.
pigment {rgb <.05,.1,.075>*2 transmit .25}
normal {granite .25
phase clock
translate  -5*x*clock
scale <1,1,4>*10}
finish {ambient 0 diffuse 1 phong 2 phong_size 200 metallic reflection .5
conserve_energy}
scale 2/3
}
texture {Chipping}
texture {Chipping2 scale 2}
texture {Chipping2 scale 4}
texture {Chipping3 scale 4 translate 20}
texture {Chipping3 scale 4 translate -20}
texture {Chipping2 scale 6}
interior { ior 1.33    media { absorption rgb (1-<.8,.9,1>)*50 method 2 }}


The sky is the limit.  Remember that there are no clean textures.  Every one should
have at least one {Scarring} texture applied to it.
Oh, By the way, these texture samples come from my next IRTC entry.  Please no one use
them to oust me, hmmm?

Good luck!

--
H.E. Day


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From: Freddy D 
Subject: Re: Tutorial!!
Date: 7 Apr 2000 05:19:51
Message: <38eda837@news.povray.org>

> Ironically, you're not far from the truth.
Well... my little finger told me.... :-)

> Here are the texture declares I use:
[Really_big_Snip_here]

> I take these and layer them on, just like in the real world.  Here are some
examples:
> .../...
Yes... I use your Scarring texture on my object as a second layer... :-)

> The sky is the limit.  Remember that there are no clean textures.  Every one should
> have at least one {Scarring} texture applied to it.
He ?... I'm right after all...

> Oh, By the way, these texture samples come from my next IRTC entry.  Please no one
use
> them to oust me, hmmm?
Stills or Animations ?...
Personally, I'm not good enough to post something for irtc... ;-/
Maybe later...

> Good luck!
The other competitors need luck !.... :-)))

> --
> H.E. Day
>
--
FD aka Freddy D. aka Prof D.
Pro### [at] wanadoofr
http://profd.est-ici.org


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