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On Mon, 24 Jul 2000 20:31:34 +0300, Margus Ramst wrote...
> Just a quirky idea I had. I've no idea what's going on here, so don't even ask.
> Comments, suggestions?
I'm shuddering at the assumed render time given that you seem to have
been using the mesh compressor to grow hair on the organic beastie, and
from my experience, while the end results are pretty, it renders like a
dog...
Bye for now,
Jamie.
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Jamie Davison wrote:
>
> I'm shuddering at the assumed render time given that you seem to have
> been using the mesh compressor to grow hair on the organic beastie, and
> from my experience, while the end results are pretty, it renders like a
> dog...
>
Render time was around 2 hrs for the 1024x512 original, mainly because of the
focal blur & rock wall (isosurface). The beast is made of blobs and the hair
grown with my own hair macro.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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Chris Huff wrote:
>
> How did you get the stream of glitter/sand/spizard repellant?
>
Can't you guess? :)
Custom particles (70% octahedra and 30% cubes), a bit of randomness in pigment
and orientation. Particle systems are such fun...
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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On Tue, 25 Jul 2000 22:30:10 +0300, Margus Ramst wrote...
> > I'm shuddering at the assumed render time given that you seem to have
> > been using the mesh compressor to grow hair on the organic beastie, and
> > from my experience, while the end results are pretty, it renders like a
> > dog...
> >
>
> Render time was around 2 hrs for the 1024x512 original, mainly because of the
> focal blur & rock wall (isosurface). The beast is made of blobs and the hair
> grown with my own hair macro.
I'm impressed, but the focal blur is so subtle that I hadn't actually
noticed that it had been used...
And growing hair off blobs is a new one on me, but then again, I'm no
programmer, so I don't know hoe tricky it is or isn't to do.
Hmmm... I've just had a rather daft idea, involving a system running two
monitors, and the scene rendered at something like 1600x600, split in two
and put one half on one monitor, and the other half on the other monitor.
Only one slight flaw in this cunning plan - I only have one monitor :)
Bye for now,
Jamie.
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Jamie Davison wrote:
>
> And growing hair off blobs is a new one on me, but then again, I'm no
> programmer, so I don't know hoe tricky it is or isn't to do.
>
Well, the good news is it can grow hair on any object. The not-so-good news is
it won't work in regular POV - it requires the trace() function found in
MegaPOV.
If you want to check it out, an older version was posted to
.binaries.scene-files sometime in January or February. The newer version is too
much of a mess right now.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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On Wed, 26 Jul 2000 00:44:58 +0300, Margus Ramst <mar### [at] peakeduee>
wrote:
>> And growing hair off blobs is a new one on me, but then again, I'm no
>> programmer, so I don't know hoe tricky it is or isn't to do.
>>
>
>Well, the good news is it can grow hair on any object. The not-so-good news is
>it won't work in regular POV - it requires the trace() function found in
>MegaPOV.
Hmm... didn't Tor Olav find a way to place objects on a blob in plain
vanilla POV?
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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Margus Ramst wrote:
> Render time was around 2 hrs for the 1024x512 original, mainly because of
Can you make that available someplace? I'd love to have that desktop. Pretty
please :?)
--
ICQ 74734588
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Sigmund Kyrre Aas wrote:
>
> Can you make that available someplace? I'd love to have that desktop. Pretty
> please :?)
>
OK, here ya go: http://www.hot.ee/margusrt/absurd.png
I might soon come up with an improved version, though.
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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In article <397DED4A.2EDFC4B5@peak.edu.ee>, Margus Ramst
<mar### [at] peakeduee> wrote:
> Can't you guess? :)
> Custom particles (70% octahedra and 30% cubes), a bit of randomness in
> pigment and orientation. Particle systems are such fun...
I had actually guessed custom particles using randomly rotated boxes,
with some specular highlights and maybe reflection to make the uneven
coloring. Well, I came close... :-)
Did you use the older versions of my patch, which had the
custom_particle feature, or did you generate the custom particles with
the get_particle() function?
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Margus Ramst wrote:
>
> OK, here ya go: http://www.hot.ee/margusrt/absurd.png
Thanks!
> I might soon come up with an improved version, though.
Joy!
:)
--
ICQ 74734588
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