POV-Ray : Newsgroups : povray.binaries.images : Testing 1..2..3 (100k) Server Time
13 Aug 2024 21:22:42 EDT (-0400)
  Testing 1..2..3 (100k) (Message 21 to 30 of 36)  
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From: Marc Jacquier
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 12:27:11
Message: <3e5e4a6f@news.povray.org>

3e5e365b$1@news.povray.org...
> Ive wrote:
> > Attached is the blown up version WITHOUT resampling filter, so where
> > are your blue pixels?
>
> I see red on the left, blue on the right.
I see red on the left, green/blue on the right exactly as with PP8 and
ACDsee

Marc


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From: Apache
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 12:39:31
Message: <3e5e4d53@news.povray.org>
same here. And I'm VERY sure my monitor is perfectly all right. I have
changes settings all the way around, different color "temperatures" and what
else my CTX "Ultra Screen" holy monitor (hahahahah) supports. I have *never*
had any color issues on this electron cannon...... And if something is
wrong, I should have other issues too. And the color shifts are left-right
oriented and scale with the image, so it's defenatly in the pixel colors....
let me tell you some rgb values: the left (reddish) has #ad786a (or cmyk
30%, 55%, 55% and 7%) and the right (greenish) part has #6f9878 (or cmyk
60%, 25%, 61% and 4%).

Hey, Graphicus, what's going on here? Did you render something with POV-Ray
and postprocessed it some way just to freak us out? :P
Just three ways to get to this picture: no POV-Ray involved whatsoever,
POV-Ray rendering with postprocessing, pure POV-Ray material. If it's the
third one, could you please tell us how you did that color shifting!?

Regards,
Apache


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From: Apache
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 13:11:34
Message: <3e5e54d6@news.povray.org>
Hey man! This image rocks! You had me going here hahahahahah I'm a bit of a
POV purist/freak but the result is absolutely stunning and believe me it is
photorealistic that's why I was very suspicious.... :)
And now how/where dit you get that mesh?


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From: Slashdolt
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 13:25:07
Message: <3e5e5803@news.povray.org>
"Kari Kivisalo" <pro### [at] luxlabcom> wrote in message
news:3E5E4895.209CC057@luxlab.com...
>
> Hi, it's really me hidind behind that alias.
...
> _____________
> Kari Kivisalo

Congratulations!  Any image that looks real enough to fool so many of _us_,
is amazing.  I looked at it long and hard, and simply couldn't find anything
in it that made it look "rendered" rather than photographed.

Amazing!
--
Slash


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From: Apache
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 13:29:34
Message: <3e5e590e$1@news.povray.org>
Those "cheats" made me believe it was more like a photograph than a POV-Ray
thing hehheheheh.


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From: ABX
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 13:31:48
Message: <d2ms5vkfnqqreib0j8m28t5jbm2uhoo4r2@4ax.com>
On Thu, 27 Feb 2003 19:19:17 +0200, Kari Kivisalo <pro### [at] luxlabcom> wrote:
> it's really me

very stone foot you have ;-)

ABX


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From: Christoph Hormann
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 13:44:01
Message: <3E5E5C71.1AD065C0@gmx.de>
Kari Kivisalo wrote:
> 
> The scene is just one mesh and 4 4x4 area lights. No radiosity. The
> texture is an image map which is also used as bump map with curves
> adjustment.

Interesting.  Does it use uv-mapping?  It is really not visible that it is
just a 2D texture and with that geometry this is probably quite difficult.

How did you place the area lights?  It is quite astonishing that it looks
very good without radiosity.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 31 Dec. 2002 _____./\/^>_*_<^\/\.______


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From: Apache
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 14:30:38
Message: <3e5e675e$1@news.povray.org>
?? do you have tickets often?


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From: Xplo Eristotle
Subject: Re: Testing 1..2..3 (100k)
Date: 27 Feb 2003 23:46:17
Message: <3e5ee999@news.povray.org>
Ive wrote:
> 
> Attached is the blown up version WITHOUT resampling filter, so where
> are your blue pixels?

Along the right. And there are red pixels along the left. Just like 
people keep saying.

Sorry Ive, but it's you, not us. Time to (a) see the eye doctor or (b) 
get a new monitor.

-Xplo


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From: Y Tanabe
Subject: Re: Testing height field and lights (400k)
Date: 28 Feb 2003 02:50:31
Message: <3E5F9217.E1DD236E@kh.rim.or.jp>
I will try height field and lights with this image.
It's rsult is very good,I think.

Y.Tanabe
Kobe,Japan

//code start

// Mega Persistence of Vision Ray Tracer 0.7 Scene Description File
#version unofficial MegaPov 0.7;

global_settings
{
 assumed_gamma 1.8
}

camera
{
   orthographic
   location  <0,0,-5>
 up   <0,5,0>
 right  <5,0,0> * image_width / image_height
   direction  <0,0,1>
   look_at  <0,0,0>
}

sky_sphere {pigment {color rgb <0.25,0.25,0.25>}}

light_source {<0,0,-50> color rgb <1,1,1> parallel point_at <0,0,0>}
light_source {<-50,50,-50> color rgb <1,0,0> * 2.82 parallel point_at <0,0,0>}
light_source {<-50,-50,-50> color rgb <0,0,1> * 2.82 parallel point_at <0,0,0>}
light_source {<50,50,-50> color rgb <0,0,1> * 2.82 parallel point_at <0,0,0>}
light_source {<50,-50,-50> color rgb <1,0,0> * 2.82 parallel point_at <0,0,0>}
light_source {<0,50,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}
light_source {<0,-50,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}
light_source {<50,0,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}
light_source {<-50,0,-50> color rgb <0,1,0> * 1.414 parallel point_at <0,0,0>}

//This determines the final size of the height field.
//It is used used to scale and translate tthe HF so it is centered at the origin
(<0,0,0>).
#declare square_size  = 5;

//This reads in the height field data
#debug "\nStart height field parsing....\n"

#declare hf =
height_field
{
 png "lights.png"
   smooth
  pigment
    {
     gradient y
     color_map
      {
       [0.0 rgb 0]
       [0.0625 rgb 0.0625]
       [0.125 rgb 0.125]
       [0.1875 rgb 0.1875]
        [0.25 rgb 0.25]
        [0.3125 rgb 0.3125]
        [0.375 rgb 0.375]
        [0.4375 rgb 0.4375]
        [0.5 rgb 0.5]
        [0.5625 rgb 0.5625]
        [0.625 rgb 0.625]
        [0.6875 rgb 0.6875]
        [0.75 rgb 0.75]
        [0.8125 rgb 0.8125]
        [0.875 rgb 0.875]
        [0.9375 rgb 0.9375]
        [1.0 rgb <1,1,1>]
      }
    }
 scale <square_size,1,square_size>
 translate <-square_size/2,0,-square_size/2>
}

#debug "\nFinish height field parsing\n"

//create Mesh
#declare interval = square_size / 80; // the higher the number,the finer the grid
patter
#declare CX =  -square_size/2+interval/2;   // do not alter
#declare CZ = -square_size/2+interval/2;    //do not alter
#declare cyl_width = 0.005;                 //width of the cylinder components of the
grid
#declare cyl_tex = texture{pigment {color rgb <1,1,1> }} // texture of the grid itself

#debug "\nStarting grid formation\n"

#declare grid =
union
{
 #while(CX < square_size/2-interval/2)
  #debug concat ( "CX = ",str (CX,3,3)," of ",str(square_size/2,3,3),"\n")
  #while(CZ < square_size/2-interval/2)
   #declare YValue = trace(hf,<CX,20,CZ>,-y);
   #declare YValueX1 = trace(hf,<CX+interval,20,CZ>,-y);
   #declare YValueZ1 = trace(hf,<CX,20,CZ+interval>,-y);
   #if(YValue.x = 0 & YValue.y = 0 & YValue.z = 0)
   //do nothing
   #else
    cylinder {<CX,YValue.y,CZ>,<CX+interval,YValueX1.y,CZ>,cyl_width texture
{cyl_tex}}
    cylinder {<CX,YValue.y,CZ>,<CX,YValueZ1.y,CZ+interval>,cyl_width texture
{cyl_tex}}
   #end
   #declare CZ = CZ + interval;
  #end
  #declare CZ = -square_size/2+interval/2;
  #declare CX = CX + interval;
 #end

 // cap off +X axis
 #declare CX1 =  square_size/2-interval/2;
 #declare CZ1 = -square_size/2+interval/2;
 #while(CZ1 <= square_size/2-interval/2)
  #declare YValue = trace(hf,<CX1,20,CZ1>,-y);
  #declare YValueX1 = trace(hf,<CX1+interval,20,CZ1>,-y);
  #declare YValueZ1 = trace(hf,<CX1,20,CZ1+interval>,-y);
  cylinder {<CX1,YValue.y,CZ1>,<CX1,YValueZ1.y,CZ1+interval>,cyl_width texture
{cyl_tex}}
  #declare CZ1 = CZ1 + interval;
 #end

 // cap off +z axis
 #declare CX2 =  -square_size/2+interval/2;
 #declare CZ2 = square_size/2-interval/2;

 #while(CX2 <= square_size/2-interval/2)
  #declare YValue = trace (hf,<CX2,20,CZ2>,-y);
  #declare YValueX1 = trace (hf,<CX2+interval,20,CZ2>,-y);
  #declare YValueZ1 = trace (hf,<CX2,20,CZ2+interval>,-y);
  cylinder {<CX2,YValue.y,CZ2>,<CX2+interval,YValueX1.y,CZ2>,cyl_width texture
{cyl_tex}}
  #declare CX2 = CX2 + interval;
 #end
}

// objects
union
{
 //object {grid translate <0,cyl_width,0>}
 object {hf}
 rotate x*-90
}

//end code


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Attachments:
Download 'lighthf.jpg' (311 KB)

Preview of image 'lighthf.jpg'
lighthf.jpg


 

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