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Source code uploaded to
http://rsj.mobilixnet.dk/3d/goodies/goodies.html
Comments are still welcome!
Greetings,
Rune
--
Updated July 10: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!
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Is the message to which I am replying a part of the thread "Pigment Trick",
or does it appear as a new thread? It was supposed to be in that thread, but
in my newsreader it appears as a separate thread, but then, I can't trust my
newsreader.
Just in case, the source code about which I was talking, is the source code
to the images in the thread "Pigment Trick".
Greetings,
Rune
--
Updated July 10: http://rsj.mobilixnet.dk
3D images, include files, stereograms, tutorials,
The POV Desktop Theme, The POV-Ray Logo Contest,
music, 350+ raytracing jokes, and much more!
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"Rune" <run### [at] iname com> wrote in message
news:397a6238@news.povray.org...
| Is the message to which I am replying a part of the thread "Pigment
Trick",
| or does it appear as a new thread?
Your suspicions are correct, sorry to say. You missed the mark.
Post a reply to this message
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Rune wrote:
>
> Source code uploaded to
> http://rsj.mobilixnet.dk/3d/goodies/goodies.html
>
> Comments are still welcome!
>
> Greetings,
>
> Rune
Thanks very much, that while loop is a good idea. I tried something similar
with normal pigment_map, but things are much more flexible with your
construction.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Thanks Rune!
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It's a real shame these tricks can't be used in a media statement. I
could see planetary rings for a second.
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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In article <397C8D2F.2BE3CD8E@spiritone.com>, Josh English
<eng### [at] spiritone com> wrote:
> It's a real shame these tricks can't be used in a media statement. I
> could see planetary rings for a second.
Why not? I glanced through the source code, and didn't see anything that
couldn't be adapted for media density...
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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I know it won't work because I tried, and it told me a pigment_map could
only appear in a pigment statement. I tried declaring the pigment separately
and it didn't like it, and I tried plugging one of Runes amazing procedural
textures in the density portion and it complained again.
I hope that someone with more talent for programming than I have can take a
look at that someday...
Josh
Chris Huff wrote:
> In article <397C8D2F.2BE3CD8E@spiritone.com>, Josh English
> <eng### [at] spiritone com> wrote:
>
> > It's a real shame these tricks can't be used in a media statement. I
> > could see planetary rings for a second.
>
> Why not? I glanced through the source code, and didn't see anything that
> couldn't be adapted for media density...
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] mac com
> TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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In article <397### [at] spiritone com>, Josh English
<eng### [at] spiritone com> wrote:
> I know it won't work because I tried, and it told me a pigment_map
> could only appear in a pigment statement.
Density statements use density_map, not pigment_map.
> I tried declaring the pigment separately and it didn't like it, and I
> tried plugging one of Runes amazing procedural textures in the
> density portion and it complained again.
You will have to modify the color_maps of the density to get good
results, of course...
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Duh. I should have thought about that. Except for the small fact that I
don't think I've run into density maps before... attached is a simple ugly
planet and some rings that aren't much better.
Josh
Chris Huff wrote:
> In article <397### [at] spiritone com>, Josh English
> <eng### [at] spiritone com> wrote:
>
> > I know it won't work because I tried, and it told me a pigment_map
> > could only appear in a pigment statement.
>
> Density statements use density_map, not pigment_map.
>
> > I tried declaring the pigment separately and it didn't like it, and I
> > tried plugging one of Runes amazing procedural textures in the
> > density portion and it complained again.
>
> You will have to modify the color_maps of the density to get good
> results, of course...
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] mac com
> TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
> Personal Web page: http://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
Post a reply to this message
Attachments:
Download 'uglyplanet.jpg' (6 KB)
Preview of image 'uglyplanet.jpg'

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In article <397CCD13.CC1D3546@spiritone.com>, Josh English
<eng### [at] spiritone com> wrote:
> Duh. I should have thought about that. Except for the small fact that I
> don't think I've run into density maps before... attached is a simple ugly
> planet and some rings that aren't much better.
They might also be useful as isosurface functions...there would be some
interesting possibilities.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Josh English wrote:
>
> Duh. I should have thought about that. Except for the small fact that I
> don't think I've run into density maps before... attached is a simple ugly
> planet and some rings that aren't much better.
> Josh
It generally helps to use smaller color values in a density map
than in a color map. If you use too high a number the colors wash
out such as seen in your posted image. Try dividing them by 3
and see how they look.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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In article <397CECD8.CA12AC63@pacbell.net>, lin### [at] povray org
wrote:
> It generally helps to use smaller color values in a density map
> than in a color map. If you use too high a number the colors wash
> out such as seen in your posted image. Try dividing them by 3
> and see how they look.
Of course, this depends on the thickness of the media, the way the
colors layer on each other, and the color used for the media, which acts
as a multiplier for the density, etc. If the media is low density or if
the distance you see through it is small, you need to use higher color
values.
It can also help if the colors vary more than they do in the pigment,
since the media will tend to blend them together in areas.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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Looks like you could do some good water using this
method.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
12:58am up 9 days, 23:24, 2 users, load average: 1.21, 1.06, 1.02
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