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From: Andy Cocker
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 14:16:58
Message: <3fc79f2a@news.povray.org>
Looks fantastic. I have been trying to do something similar to another mesh2 object I
have
(outputted from Silo), but I can't figure out how to apply the code to the mesh2
object. It's
like a chicken and egg situation that I can't get my head around: The mesh2 object
requires a
texture in its list, but the SSS method refers to the object (my mesh) in the texture
definition. Does that make sense?

Could you post how you applied the SSS to the buddha Mael?

TIA,

Andy Cocker


"Mael" <mae### [at] hotmailcom> wrote in message news:3fc63af3@news.povray.org...
> Cool effect ! I had to try it on the happy buddha :)
>
> M
>
>
>


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From: Mael
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 14:29:04
Message: <3fc7a200@news.povray.org>
> Could you post how you applied the SSS to the buddha Mael?

#declare buddha = object { #include "../models/buddha_r2.inc" rotate 120*y
scale <35,35,35> translate -3*y }

object {
  buddha

  pigment{ average
   pigment_map{
    #local V=0;
    #while(V<100)
     [1 projection buddha , lpos1 blur .2,10
      translate<rand(R)-rand(R),rand(R)-rand(R),rand(R)-rand(R)>*1.5
      color_map { [0 rgb <.5,1,.5>][1 rgb 0] }
     ]
     #local V=V+1;
    #end
   }
  }

  finish { diffuse .2 ambient .9 specular .5 roughness .05 }
}


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From: Mael
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 14:29:21
Message: <3fc7a211$1@news.povray.org>
> i have been trying to obtain this 'happy buddha'
> file but see that it is in "lv" and some other format.
> how is it possible to convert these to POV?

I downloaded it, a long time ago, from
http://www.cc.gatech.edu/projects/large_models/ and converted the ply format
to a mesh2 (AFAIR the conversion was quite straightforward)

M


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From: Andy Cocker
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 14:40:34
Message: <3fc7a4b2@news.povray.org>
Hi Mael,

Thanks for your prompt reply. Unfortunately I'm still having the same problem in that
the only
texture showing up on the model is that which is specified in the mesh2 texture_list:

texture_list {
  1,
  texture { Material0 }
  }

I don't know how to overide this texture and make it use the SSS. Does your Buddha
model have
this texture_list entry?

Andy Cocker


"Mael" <mae### [at] hotmailcom> wrote in message news:3fc7a200@news.povray.org...
> > Could you post how you applied the SSS to the buddha Mael?
>
> #declare buddha = object { #include "../models/buddha_r2.inc" rotate 120*y
> scale <35,35,35> translate -3*y }
>
> object {
>   buddha
>
>   pigment{ average
>    pigment_map{
>     #local V=0;
>     #while(V<100)
>      [1 projection buddha , lpos1 blur .2,10
>       translate<rand(R)-rand(R),rand(R)-rand(R),rand(R)-rand(R)>*1.5
>       color_map { [0 rgb <.5,1,.5>][1 rgb 0] }
>      ]
>      #local V=V+1;
>     #end
>    }
>   }
>
>   finish { diffuse .2 ambient .9 specular .5 roughness .05 }
> }
>
>


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From: ts
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 15:35:01
Message: <web.3fc7b0c2e7c0a3345d051a070@news.povray.org>
Mael wrote:
>> i have been trying to obtain this 'happy buddha'
>> file but see that it is in "lv" and some other format.
>> how is it possible to convert these to POV?
>
>I downloaded it, a long time ago, from
>http://www.cc.gatech.edu/projects/large_models/ and converted the ply format
>to a mesh2 (AFAIR the conversion was quite straightforward)
>
>M
>

that's what i need to know ...
here: http://www.cc.gatech.edu/projects/large_models/happy.html
it comes in both the ply and iv formats ... each around 10MB.
so i am wondering which to d/l ... and what utility can i use to
convert the ply or iv formats?
so far i haven't found any converters which mention either.
and please understand ... i am a newbie to meshes ...
so assume i know nothing and you will be correct. ;)
i hope to rectify that with a little help from all you pov heavies.

thanks for any leads.

-ts-


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From: Mike Williams
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 15:56:55
Message: <+db8oDAW$6x$EwKu@econym.demon.co.uk>
Wasn't it Andy Cocker who wrote:
>Hi Mael,
>
>Thanks for your prompt reply. Unfortunately I'm still having the same problem in 
>that the only
>texture showing up on the model is that which is specified in the mesh2 
>texture_list:
>
>texture_list {
>  1,
>  texture { Material0 }
>  }
>
>I don't know how to overide this texture and make it use the SSS. Does your 
>Buddha model have
>this texture_list entry?

The texture_list is optional, but if it's not there you have to remove
the texture number from each entry in the face_indices section. 

At first glance, you might think that it might be tedious to remove the
texture numbers from the face_indices section, but it may well be
possible to perform Search->ReplaceAll of ">,1," with ">," and then just
edit the last one manually.

-- 
Mike Williams
Gentleman of Leisure


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From: Andy Cocker
Subject: Re: sss buddha [16kb]
Date: 28 Nov 2003 16:39:39
Message: <3fc7c09b@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote in message
news:+db8oDAW$6x$EwKu@econym.demon.co.uk...
> The texture_list is optional, but if it's not there you have to remove
> the texture number from each entry in the face_indices section.
>
> At first glance, you might think that it might be tedious to remove the
> texture numbers from the face_indices section, but it may well be
> possible to perform Search->ReplaceAll of ">,1," with ">," and then just
> edit the last one manually.

Thanks Mike, that worked. I had already tried removing all UV references along with
the
texture_list section, but was coming up with an error regarding the face_indices.
Using your
tip I got it to work.

Thanks again,

Andy Cocker


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