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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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