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From: gemelli david
Subject: Exoskeleton 1.5 (61 ko bu)
Date: 16 Jan 2001 03:03:10
Message: <3A6400A5.98BB433A@xlstudio.com>
here is the version 1.5 (I've just added a '+' sign in order to make the
surface react to multiple lights !!)

I hope it isn't too dark this time !
I added a light source, made more spheres and added a little bump.
I tried to replace the spheres by a bumps pattern but, even if the shape
of the pattern is close to the original, the render is very ugly so, I
came back to my spheres...slow but nice !

        David


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Attachments:
Download 'insect - test01.jpg' (61 KB)

Preview of image 'insect - test01.jpg'
insect - test01.jpg


 

From: Christoph Hormann
Subject: Re: Exoskeleton 1.5 (61 ko bu)
Date: 16 Jan 2001 06:03:20
Message: <3A642A78.90555092@gmx.de>
gemelli david wrote:
> 
> here is the version 1.5 (I've just added a '+' sign in order to make the
> surface react to multiple lights !!)
> 
> I hope it isn't too dark this time !
> I added a light source, made more spheres and added a little bump.
> I tried to replace the spheres by a bumps pattern but, even if the shape
> of the pattern is close to the original, the render is very ugly so, I
> came back to my spheres...slow but nice !
> 

Might want to try something like in:

Message-ID: <39A31644.AB3DE5EF@online.no>
Date: Wed, 23 Aug 2000 02:09:40 +0200
From: Tor Olav Kristensen <tto### [at] onlineno>
Subject: 72 Antiblobs (120kB + 22kB)

BTW, do you want to publish the shader code? :-)

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: gemelli david
Subject: Re: Exoskeleton 1.5 (61 ko bu)
Date: 16 Jan 2001 06:31:29
Message: <3A643180.4B30852D@xlstudio.com>
I've posted the shader and the test scene in povray.text.scene-files.

          David


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From: gemelli david
Subject: antiblobs (82 ko bu)
Date: 16 Jan 2001 09:06:45
Message: <3A6455BF.F6623E12@xlstudio.com>
> Might want to try something like in:
>
> Message-ID: <39A31644.AB3DE5EF@online.no>
> Date: Wed, 23 Aug 2000 02:09:40 +0200
> From: Tor Olav Kristensen <tto### [at] onlineno>
> Subject: 72 Antiblobs (120kB + 22kB)

Don't know if you wanted ME to do it but, here it is !
(thanks Tor for the scene... and Christoph for the idea...)

       David


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Attachments:
Download 'antiblobs.jpg' (82 KB)

Preview of image 'antiblobs.jpg'
antiblobs.jpg


 

From: Christoph Hormann
Subject: Re: antiblobs (82 ko bu)
Date: 16 Jan 2001 10:18:53
Message: <3A64665C.DDE99715@gmx.de>
That looks good, i wonder if some reflection would be good, of course that
would require some environment to reflect.  

I had a look at the shader code and although i do not yet completely
understand how it works, the same should be possible with the slope
pattern, although you then have to take the light positions into account.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: gemelli david
Subject: Re: antiblobs (82 ko bu)
Date: 16 Jan 2001 10:49:12
Message: <3A646DE3.BDFB0B36@xlstudio.com>
> That looks good, i wonder if some reflection would be good, of course that
> would require some environment to reflect.
>

I'll make tests at home...

>
> I had a look at the shader code and although i do not yet completely
> understand how it works, the same should be possible with the slope
> pattern, although you then have to take the light positions into account.
>

I don't comment my tests in general...I know, it's not a good thing...
The advantage of the shader is that the lights positions are given (not
exactly but, the result is the same, you know where it comes from) and ease a
lot the work...this shader is simple (I think) because, there is no real
physic behind !
I just do a gradient with the 2 colors. the coef is given by the angle between
the light and the surface normal (Ln.Nn).

            David


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From: gemelli david
Subject: rad antiblobs (31 ko bu)
Date: 17 Jan 2001 03:42:02
Message: <3A655B46.71EADAF@xlstudio.com>
>
> I'll make tests at home...
>

I made tests at home !!

               David


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Attachments:
Download 'antiblobs rad.jpg' (31 KB)

Preview of image 'antiblobs rad.jpg'
antiblobs rad.jpg


 

From: Christoph Hormann
Subject: Re: rad antiblobs (31 ko bu)
Date: 17 Jan 2001 14:08:32
Message: <3A65EDAE.686CD696@gmx.de>
It looks good, some aspects of iridescence are still missing, but it's
probably difficult to simulate with povray anyway.  

I found that combining radiosity with shaders somehow leads to strange
results, in this case radiosity should not have much influence on the
object, but i did not manage to achieve that.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Tor Olav Kristensen
Subject: Re: antiblobs (82 ko bu)
Date: 17 Jan 2001 18:05:55
Message: <3A66252A.AEEF4A32@online.no>
gemelli david wrote:
> 
> > Might want to try something like in:
> >
> > Message-ID: <39A31644.AB3DE5EF@online.no>
> > Date: Wed, 23 Aug 2000 02:09:40 +0200
> > From: Tor Olav Kristensen <tto### [at] onlineno>
> > Subject: 72 Antiblobs (120kB + 22kB)
> 
> Don't know if you wanted ME to do it but, here it is !
> (thanks Tor for the scene... and Christoph for the idea...)

I'm happy to see this !

But can you please explain to me what a "shader" is ?

And what is POVMan ?


-- 
Best regards,

Tor Olav

mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


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From: David Fontaine
Subject: Re: antiblobs (82 ko bu)
Date: 17 Jan 2001 19:09:49
Message: <3A663311.4A4A8FE1@faricy.net>
Tor Olav Kristensen wrote:

> But can you please explain to me what a "shader" is ?
>
> And what is POVMan ?

POVMan is a POV/Renderman hybrod or such IIRC.

I'm going to venture a guess on shaders, but I don't actually know: does
it let you specify a falloff_map of sorts, like a color_map or slope_map
except related to brilliance and angle of incidence? I'm guessing
because I notice hue changes perpendicular to the light direction in
these renders.

--
David Fontaine  <dav### [at] faricynet>  ICQ 55354965
My raytracing gallery:  http://davidf.faricy.net/


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