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I just found that POV-Ray had finished this image for me :)
This image also has an "overexposed" area, as Christoph
mentioned about my "Other Bonds" image.
Again I have borrowed code from others:
For the radiosity settings I started with those in
Xplo's post to povray.text.scene-files in August:
news://news.povray.org/399E20BC.BFD87A13%40unforgettable.com
(Ermm... I modified them without knowing what I was doing.)
And for the textures and colors I modified (slightly)
those that Gilles posted here:
news://news.povray.org/398EE231.F90E52DC%40inapg.inra.fr
The rendering time this for this image was about 6 hours.
--
Best regards,
Tor Olav
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok
Post a reply to this message
Attachments:
Download 'fung14.jpg' (37 KB)
Preview of image 'fung14.jpg'
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Rad! Totally frickin' awesome!!!!
IMO the overexposed area looks cool.
I always liked mushroom shapes. I used to sketch nuclear explosions...
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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Superb!
I too like the overexposed area.
I assume this is an isosurface?
I sure wish I had your mastery over them.
Mick
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Tor Olav Kristensen wrote:
>
> I just found that POV-Ray had finished this image for me :)
>
> This image also has an "overexposed" area, as Christoph
> mentioned about my "Other Bonds" image.
>
> Again I have borrowed code from others:
>
> For the radiosity settings I started with those in
> Xplo's post to povray.text.scene-files in August:
>
> news://news.povray.org/399E20BC.BFD87A13%40unforgettable.com
> (Ermm... I modified them without knowing what I was doing.)
>
> And for the textures and colors I modified (slightly)
> those that Gilles posted here:
>
> news://news.povray.org/398EE231.F90E52DC%40inapg.inra.fr
>
> The rendering time this for this image was about 6 hours.
>
You might try reducing the light source a bit (to reduce the overexposure)
and set recursion_limit to 2 to weaken the strong shadows in the back
sections. Also could use an isosurface instead of normal, i posted some
comparison test some time ago:
Subject: Re: YMFWR
Date: Sat, 19 Aug 2000
Of course that would be *really* slow...
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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Nice! I've admired many of your mathematical images, but the texures
have been less than astonishing :) I'm happy to finally see you
experimenting with textures and radiosity!
sig
--
ICQ 74734588
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Wow. I'm gobsmacked.
I'd like to offer some form of suggestion as to how to improve it ... but I
cant ...
Perfect.
--
Duncan Gray
(warning: may contain traces of nut)
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David Fontaine wrote:
>
> Rad! Totally frickin' awesome!!!!
> IMO the overexposed area looks cool.
Thanks David !
> I always liked mushroom shapes. I used to sketch nuclear explosions...
That's strange. I've been drawing sketches
of such shapes for about a year now.
But I haven't drawn any nuclear mushrooms yet.
Maybe someone could render such a cloud.
(Perhaps with media =)
--
Best regards,
Tor Olav
mailto:tor### [at] hotmailcom
http://hjem.sol.no/t-o-k/tokpicts.html
http://www.crosswinds.net/~tok
Post a reply to this message
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Mick Hazelgrove wrote:
>
> Superb!
Thanks !
> I too like the overexposed area.
Maybe me too can learn to like it overexposed.
> I assume this is an isosurface?
No, it's made with CSG.
> I sure wish I had your mastery over them.
Now you made me think about how one could
make this shape with an iso.
Unfortunately I don't know how to make
the "blobbing" go inwards and then outwards
again. Hmmm...
--
Best regards,
Tor Olav
mailto:tor### [at] hotmailcom
http://hjem.sol.no/t-o-k/tokpicts.html
http://www.crosswinds.net/~tok
Post a reply to this message
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Christoph Hormann wrote:
>
> Tor Olav Kristensen wrote:
> >
> > I just found that POV-Ray had finished this image for me :)
> >
> > This image also has an "overexposed" area, as Christoph
> > mentioned about my "Other Bonds" image.
> >
> > Again I have borrowed code from others:
> >
> > For the radiosity settings I started with those in
> > Xplo's post to povray.text.scene-files in August:
> >
> > news://news.povray.org/399E20BC.BFD87A13%40unforgettable.com
> > (Ermm... I modified them without knowing what I was doing.)
> >
> > And for the textures and colors I modified (slightly)
> > those that Gilles posted here:
> >
> > news://news.povray.org/398EE231.F90E52DC%40inapg.inra.fr
> >
> > The rendering time this for this image was about 6 hours.
> >
>
> You might try reducing the light source a bit (to reduce the overexposure)
> and set recursion_limit to 2 to weaken the strong shadows in the back
> sections.
I have now dimmed down the main light source and reduced the
recursion_limit from 4 to 3 and started a new rendering.
Hopefully I'll see the result tomorrow when I come home from work.
> Also could use an isosurface instead of normal, i posted some
> comparison test some time ago:
But would this be possible when the shape is made with CSG ?
... Or are there any "iso-normals" in MegaPOV ?
> Subject: Re: YMFWR
> Date: Sat, 19 Aug 2000
>
> Of course that would be *really* slow...
I'm to tired now, so I'll have to look into that tomorrow.
Thanks again for your advice.
--
Best regards,
Tor Olav
mailto:tor### [at] hotmailcom
http://hjem.sol.no/t-o-k/tokpicts.html
http://www.crosswinds.net/~tok
Post a reply to this message
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Sigmund Kyrre Aas wrote:
>
> Nice! I've admired many of your mathematical images, but the texures
> have been less than astonishing :) I'm happy to finally see you
> experimenting with textures and radiosity!
Thanks Sigmund.
It has been a long time since I've heard from
another Norwegian in here.
Yes I know. You're very right about my textures :(
I have had a tendency to only use plain pigments
and some 3 or 4 standard POV-include textures.
The reason for this might be that when I have
been thinking of an "geometrical" idea for a day
or two (or ten ), and then found a solution, done
all the macro writing and simplifying, I have no
more patience to tweak textures.
(I only get frustrated when I can't get the
textures to behave as I want.)
So unfortunately I just skip that texture part,
and then jump to the part where I can use my
code to build the shapes I've been "seeing".
The reason for not using those Cool-Tools
within MegaPOV is that I have been afraid that
I should like them so much that I would get
very angry at my slow PC.
--
Best regards,
Tor Olav
mailto:tor### [at] hotmailcom
http://hjem.sol.no/t-o-k/tokpicts.html
http://www.crosswinds.net/~tok
Post a reply to this message
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