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Hi All,
Stage 2 and I'm a bit stuck for ideas now. I'm going to reduce the number of
skeleton lamps to 3 and fiddle some more with the lighting and of course
there is still the stained glass window to do! After that I'm open to
suggestions.
BTW when I union glows and then translate the union, the glows stay where
they are I think this has been mentioned before. I hope it's on your todo
list Chris, Nathan, anybody! as glows are extremely useful!
Mick
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Attachments:
Download 'IsoNave2.jpg' (161 KB)
Preview of image 'IsoNave2.jpg'
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Wonderful stuff, Mick. Are you planning on posting the final code, as these
kind of isosurface manipulations are at present way beyond my capabilities.
All the best,
Andy Cocker
---------------------------------------------------------------
www.mariner9.net
..... for my music and graphics.
---------------------------------------------------------------
'I spilled spot remover on my dog. He's gone now. '
'I went to a restaurant that serves "breakfast at any time."
So I ordered french toast during the Renaissance. '
- Steven Wright.
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Mick Hazelgrove wrote:
>
> Hi All,
>
> Stage 2 and I'm a bit stuck for ideas now. I'm going to reduce the number of
> skeleton lamps to 3 and fiddle some more with the lighting and of course
> there is still the stained glass window to do! After that I'm open to
> suggestions.
Wow. I don't know what it is, but I like it.
-Xplo
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In article <3a06f192@news.povray.org>, "Mick Hazelgrove"
<mic### [at] mhazelgrovefsnetcouk> wrote:
> BTW when I union glows and then translate the union, the glows stay where
> they are I think this has been mentioned before. I hope it's on your todo
> list Chris, Nathan, anybody! as glows are extremely useful!
In my original patch, they didn't work in unions at all, so this must be
someone else's change. Anyway, I do plan on doing that, but I haven't
decided the best way to do it yet...I might allow glows to be attached
to any object. However, this will require all objects to have a list of
pointers to all glows attached to them, so I may just make them imitate
objects better, like light_sources do.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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That's really looking great Mick. I'm thinking a moon would be too
cliched, so maybe a set of car headlamps coming towards the camera
from way beyond the walk way, maybe a car going away aswell with the
oblong back lights visible.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
12:41am up 27 days, 3:03, 2 users, load average: 1.85, 1.63, 1.37
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Amazing Mick !
I like your light settings very much.
And I think the transitions from the columns
to the roof look much better now.
Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html
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This is coming along great! It needs something in the background, I take it this
is where the stained glass will go? (photons! photons!)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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It already takes fifteen hours to render, the window with light beams
pouring through media will make it another fifteen, photons fifteen years?
Nice thought though.
Mick
"David Fontaine" <dav### [at] faricynet> wrote in message
news:3A078447.4CB603BC@faricy.net...
> This is coming along great! It needs something in the background, I take
it this
> is where the stained glass will go? (photons! photons!)
>
> --
> David Fontaine <dav### [at] faricynet> ICQ 55354965
> My raytracing gallery: http://davidf.faricy.net/
>
>
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Mick Hazelgrove wrote:
> It already takes fifteen hours to render, the window with light beams
> pouring through media will make it another fifteen, photons fifteen years?
I've gotten the impression it's hard to tell what photons will do to your
resources until you try them... ;)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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