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the plug-in is a max plug-in used only to get the geometric datas
(instead of writing a conversion tool, I used a small part of antoher
plug-in I did).
I'm using: vertices, normal, colors
all the computations are done in POV. I have a main macro that
interpolates those 3 values in an nearly homogeneous way on each
triangle (randomness is enabled or not by a boolean) then, for each
step, it calls a user defined macro with 3 parameters:
- position of the point
- normal vector
- color
in this render, I put cones at each step, I oriented them thanks to the
normal and I used the color to alter the length of the fur in a very
simple way.
I now have to create bounding slabs myself because when doing a render
with a large number of objects, it is the longest part of the parse process.
Does someone has advices for this objective ??
Thanks.
David Gemelli
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Attachments:
Download 'fur_punk_90k.jpg' (41 KB)
Preview of image 'fur_punk_90k.jpg'
![fur_punk_90k.jpg](/povray.binaries.images/attachment/%3C3C034F12.5010801%40xlstudio.com%3E/fur_punk_90k.jpg?ttop=443840&toff=10050&preview=1)
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these fur pictures have looked good. nice work.
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That is just cool lookin...
gemelli david wrote:
>
> the plug-in is a max plug-in used only to get the geometric datas
> (instead of writing a conversion tool, I used a small part of antoher
> plug-in I did).
> I'm using: vertices, normal, colors
>
> all the computations are done in POV. I have a main macro that
> interpolates those 3 values in an nearly homogeneous way on each
> triangle (randomness is enabled or not by a boolean) then, for each
> step, it calls a user defined macro with 3 parameters:
> - position of the point
> - normal vector
> - color
> in this render, I put cones at each step, I oriented them thanks to the
> normal and I used the color to alter the length of the fur in a very
> simple way.
>
> I now have to create bounding slabs myself because when doing a render
> with a large number of objects, it is the longest part of the parse
> process.
> Does someone has advices for this objective ??
> Thanks.
>
> David Gemelli
>
>
> ------------------------------------------------------------------------
>
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Quite realistic in the way it looks light where something would normally
be dark and vice-versa. Must eat memory though.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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>
>
>Quite realistic in the way it looks light where something would normally
>be dark and vice-versa. Must eat memory though.
>
In fact, the "light artifact" is...not understood...there is only one
light source, a plain color (rgb <0.5, 0.5, 0.2>) and an ambient value
of 0.4...
And yes, it is eating a lot of memory (for the first statue, 256Mo of
ram and a swap file of 200Mo was not enough for the 460k cones!!)...I'll
do others additions to replace the cones by curves hairs and such things
to see what I can achieve...then, I'll do a "real" scene...
David Gemelli
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On Wed, 28 Nov 2001 18:41:41 +0100, gemelli david wrote...
> >
> >
> >Quite realistic in the way it looks light where something would normally
> >be dark and vice-versa. Must eat memory though.
> >
> In fact, the "light artifact" is...not understood...there is only one
> light source, a plain color (rgb <0.5, 0.5, 0.2>) and an ambient value
> of 0.4...
>
> And yes, it is eating a lot of memory (for the first statue, 256Mo of
> ram and a swap file of 200Mo was not enough for the 460k cones!!)...I'll
> do others additions to replace the cones by curves hairs and such things
> to see what I can achieve...then, I'll do a "real" scene...
The usual solution to this sort of memory consumption is for someone to
suggest using a single mesh filament, referenced as often as required.
So I think I'll suggest it :)
Bye for now,
Jamie.
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Hmm. 'Punk'? It looks to me more like the kind of haircut people give to
poodles <g>.
Great fur tho.
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