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From: Bill DeWitt
Subject: Ad Nauseum
Date: 10 Apr 2000 07:53:24
Message: <38f1c0b4@news.povray.org>
A reflective sphere on a checkered plane.


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From: TonyB
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 10:10:02
Message: <38f1e0ba@news.povray.org>
Ooooh! 'xplain.


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From: Bill DeWitt
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 13:15:32
Message: <38f20c34@news.povray.org>
"TonyB" <ben### [at] panamac-comnet> wrote :
>
> Ooooh! 'xplain.
>

    Just an Isosurface with a little normal.

 #declare CR = function{ pigment { crackle scale 0.5 } }


surface{ 
      function { 
                 (x^2+y^2+z^2)
                +(CR(x, y, z)*0.5)
               }
 
     threshold 1 
     contained_by{ sphere{ 0,1 }} // bounding shape
     
        scale < 2, 1, 1 >
        pigment { rgb < 0.8, 0.5, 0.3 > }
          normal {
                    gradient x      
                    normal_map {
                      [0.0  bumps scale 0.2]
                      [0.3  crackle 1 scale 0.5]
                      [0.6  dents 1 scale 0.5 turbulence 1]
                      [1.0  marble scale 0.5 turbulence 1]
                    } 
                   scale 0.25
                   turbulence 0.5
                  }
        finish   { phong 0.5 specular 0.5 reflection 0.25 }
 
      } // end box


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From: Xplo Eristotle
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 15:54:40
Message: <38F232A4.8C8221F@unforgettable.com>
Bill DeWitt wrote:
> 
> A reflective sphere on a checkered plane.

Looks pretty cool. A couple notes:

1. Increasing the max_gradient will get rid of the black artifacts.
Whether or not you want to do this in this particular pic is up to you,
of course, since the artifacts are actually kinda neat here...

2. Some reflection blur and a low-to-medium reflect_metallic value would
probably improve it (IMO of course).

-- 
Xplo Eristotle
http://start.at/xplosion/


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From: Bill DeWitt
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 16:58:01
Message: <38f24059@news.povray.org>
"Xplo Eristotle" <inq### [at] unforgettablecom> wrote :
>
> 1. Increasing the max_gradient will get rid of the black artifacts.
>

    Right. I did this when I moved on, but I wish I could have made those
cool ridges on purpose 8-)...

> 2. Some reflection blur and a low-to-medium reflect_metallic value would
> probably improve it (IMO of course).

    Probably right, but I ended up filling it with media instead of texture.


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From: Simon de Vet
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 17:01:57
Message: <38F2414A.B6C2CAD5@istar.ca>
Bill DeWitt wrote:

> A reflective sphere on a checkered plane.

Looks like the carvings done by west coast aboriginals, but more
abstract.

Very beautiful!


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From: Bill DeWitt
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 17:31:22
Message: <38f2482a@news.povray.org>
"Simon de Vet" <sde### [at] istarca> wrote :
>
> Looks like the carvings done by west coast aboriginals, but more
> abstract.
>
> Very beautiful!
>

    Thank you, now I -really- wish I had done it on purpose...


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From: David Fontaine
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 17:57:21
Message: <38F24DEC.240BE426@faricy.net>
Ah, the great isosurface, I presume.
Time I get started on ridged multifractals :-)

--
___     _______________________________________________
 | \     |_          <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: David Fontaine
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 17:58:47
Message: <38F24E3E.2FB24C34@faricy.net>
Oh, and please translate :-)

--
___     _______________________________________________
 | \     |_          <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: Bill DeWitt
Subject: Re: Ad Nauseum
Date: 10 Apr 2000 18:25:56
Message: <38f254f4@news.povray.org>
"David Fontaine" <dav### [at] faricynet> wrote in message
news:38F24E3E.2FB24C34@faricy.net...
> Oh, and please translate :-)
>

    Translate what? The isosurface function?

   // make a pigment into a function
 #declare CR = function{ pigment { crackle scale 0.5 } }


surface{ 
      function { 
                // make a sphere
                 (x^2+y^2+z^2)
                // add the crackle
                +(CR(x, y, z)
                // make it half as deep
                *0.5)
               }


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