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Hello,
here comes the final touch for this image : the wave coming from the bottle
representing the sea on this very particular beach. I've made it with a
fluid simulation soft I've developped, I'll put it on my web site if some of
you are interested
I'm waiting your comments
Baillp
Post a reply to this message
Attachments:
Download 'plage.big.jpg' (96 KB)
Preview of image 'plage.big.jpg'

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I absolutely love the effect of the water!! Did you simulate it in POV?
steve
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yes - put it online!!
i love the water it makes a really nice addition to this scene.
whats the render time of this?
--
Rick
POV-Ray News & Resources - http://povray.co.uk
Kitty5 WebDesign - http://kitty5.com
Hi-Impact web site design & database driven e-commerce
TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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Nice job. Layout and general modeling look great, as of course does the
water. My only major complaint would be the textures (computer monitor,
pencil, coffee cup, etc) which look way to clean and plastic. Dirty up some
things and this could be an inarguable masterpiece.
-Chris-
Pascal Baillehache <bai### [at] free fr> wrote in message
news:3a8513a7@news.povray.org...
> Hello,
> here comes the final touch for this image : the wave coming from the
bottle
> representing the sea on this very particular beach. I've made it with a
> fluid simulation soft I've developped, I'll put it on my web site if some
of
> you are interested
> I'm waiting your comments
> Baillp
>
>
>
Post a reply to this message
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"Pascal Baillehache" <bai### [at] free fr> wrote in message
news:3a8513a7@news.povray.org...
> I've made it with a
> fluid simulation soft I've developped, I'll put it on my web site if some
of
> you are interested
Yes, please post the software.
--
Andy Cocker
---------------------------------------------------------------
listen to my music at:
www.mp3.com/lunarland
---------------------------------------------------------------
'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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Excellent work!
How did you do the water? Very nice!
"Pascal Baillehache" <bai### [at] free fr> wrote in message
news:3a8513a7@news.povray.org...
> Hello,
> here comes the final touch for this image : the wave coming from the
bottle
> representing the sea on this very particular beach. I've made it with a
> fluid simulation soft I've developped, I'll put it on my web site if some
of
> you are interested
> I'm waiting your comments
> Baillp
>
>
>
Post a reply to this message
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yes, that's blob components computed by a C++ soft
Baillp
sacrofts <sac### [at] tinyonline co uk> a écrit dans le message :
3a851a36@news.povray.org...
I absolutely love the effect of the water!! Did you simulate it in POV?
steve
Post a reply to this message
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2h21mn on my AMD K6-450MHz 160M Ram, no special options except
max_trace_level raised to 50 for the water
Baillp
Rick [Kitty5] <ric### [at] kitty5 com> a écrit dans le message :
3a852d01@news.povray.org...
> yes - put it online!!
>
> i love the water it makes a really nice addition to this scene.
>
> whats the render time of this?
>
>
> --
> Rick
>
> POV-Ray News & Resources - http://povray.co.uk
> Kitty5 WebDesign - http://kitty5.com
> Hi-Impact web site design & database driven e-commerce
> TEL : +44 (01625) 266358 - FAX : +44 (01625) 611913 - ICQ : 15776037
>
> PGP Public Key
> http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
>
>
Post a reply to this message
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http://baillp.free.fr/fluid.html
source will be available in few days when I'll have cleaned it and written a
little documentation, I'll send a message on povray.general when it will be
ready
Baillp
Andy Cocker <big### [at] mariner9 fsnet co uk> a écrit dans le message :
3a857fac@news.povray.org...
>
> Yes, please post the software.
>
> --
> Andy Cocker
>
> ---------------------------------------------------------------
> listen to my music at:
> www.mp3.com/lunarland
> ---------------------------------------------------------------
>
> '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.
> ---------------------------------------------------------------
>
>
Post a reply to this message
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yes that's a fault in every picture I do, it's certainly due to the fact
that I'm really not an artist and texture is probably the most artistic part
of a picture don't you think ? anyway I keep trying to get better
Baillp
Chris S. <spe### [at] early com> a écrit dans le message :
3a8559a9$1@news.povray.org...
> Nice job. Layout and general modeling look great, as of course does the
> water. My only major complaint would be the textures (computer monitor,
> pencil, coffee cup, etc) which look way to clean and plastic. Dirty up
some
> things and this could be an inarguable masterpiece.
>
> -Chris-
>
> Pascal Baillehache <bai### [at] free fr> wrote in message
> news:3a8513a7@news.povray.org...
> > Hello,
> > here comes the final touch for this image : the wave coming from the
> bottle
> > representing the sea on this very particular beach. I've made it with a
> > fluid simulation soft I've developped, I'll put it on my web site if
some
> of
> > you are interested
> > I'm waiting your comments
> > Baillp
> >
> >
> >
>
>
Post a reply to this message
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In article <3a85c8d5@news.povray.org>, "Pascal Baillehache"
<bai### [at] free fr> wrote:
> http://baillp.free.fr/fluid.html source will be available in few days
> when I'll have cleaned it and written a little documentation, I'll
> send a message on povray.general when it will be ready
I'm interested in the method you used to simulate the liquid...also,
.df3 file output might be a useful feature, and it might make a good POV
patch...you could then use POV's functions to do interaction with any
POV primitive.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Pascal Baillehache wrote:
>
> Hello,
> here comes the final touch for this image : the wave coming from the bottle
> representing the sea on this very particular beach. I've made it with a
> fluid simulation soft I've developped, I'll put it on my web site if some of
> you are interested
> I'm waiting your comments
> Baillp
>
I like it, the lighting somehow emphasizes the contrast IMO, thanks for
giving us the code for the water, it looks really good.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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Chris Huff <chr### [at] mac com> a écrit dans le message :
chrishuff-D4A889.18245010022001@news.povray.org...
> I'm interested in the method you used to simulate the liquid...also,
> .df3 file output might be a useful feature,
well if you tell me where to find an accurate description of df3 format
(I've never used it), I could surely add an output function for it.
> and it might make a good POV
> patch...you could then use POV's functions to do interaction with any
> POV primitive.
why not, I think I must keep working on it first until I have a stable
release, then I could look for interaction with POV's functions. I've never
looked POV source, but if there is a way to have primitive surface's
coordinates and normals (I can't believe there is not) it will surely be
easy to do. I promise I will think about it.
> --
> Christopher James Huff
> Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tag povray org, http://tag.povray.org/
>
> <><
Post a reply to this message
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Pascal Baillehache wrote:
>
> well if you tell me where to find an accurate description of df3 format
> (I've never used it), I could surely add an output function for it.
>
Just look in the Pov docu for 'Density_File'
> why not, I think I must keep working on it first until I have a stable
> release, then I could look for interaction with POV's functions. I've never
> looked POV source, but if there is a way to have primitive surface's
> coordinates and normals (I can't believe there is not) it will surely be
> easy to do. I promise I will think about it.
>
The 'trace' function is probably what you are looking for, it works just
like 'trace' in megapov.
I had a look at the program and did not understand much, because i don't
know C++, but it looks interesting.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
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In article <3a86fa5f$1@news.povray.org>, "Pascal Baillehache"
<bai### [at] free fr> wrote:
> well if you tell me where to find an accurate description of df3 format
> (I've never used it), I could surely add an output function for it.
The .df3 format is well documented in the POV manual...it's an extremely
simple 3D voxel format.
> why not, I think I must keep working on it first until I have a stable
> release, then I could look for interaction with POV's functions.
Well, POV is written in ordinary C, so you might have trouble mixing
your C++ code in. It might be better to write a new version in POV from
the start, using the POV vector and object handling code that already
exists.
> I've never looked POV source, but if there is a way to have primitive
> surface's coordinates and normals (I can't believe there is not) it
> will surely be easy to do. I promise I will think about it.
The Intersection() function can get all of this information, you could
also find the All_Intersections(), Inside(), and Normal() functions
useful.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff <chr### [at] mac com> a écrit dans le message :
chrishuff-C2D412.22045611022001@news.povray.org...
> The .df3 format is well documented in the POV manual...it's an extremely
> simple 3D voxel format.
I'm going to have a look at this
> Well, POV is written in ordinary C, so you might have trouble mixing
> your C++ code in. It might be better to write a new version in POV from
> the start, using the POV vector and object handling code that already
> exists.
the next pov release isn't actually being translated to C++ as I've heard
???
> The Intersection() function can get all of this information, you could
> also find the All_Intersections(), Inside(), and Normal() functions
> useful.
I'll have a look at this too
Baillp
Post a reply to this message
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In article <3a899c48@news.povray.org>, "Pascal Baillehache"
<bai### [at] free fr> wrote:
> the next pov release isn't actually being translated to C++ as I've heard
> ???
No. The next release of POV will be POV 3.5, and while it will require a
C++ compiler, it is still mainly written in C. You are probably thinking
of POV 4.0, which is a planned complete rewrite of POV in C++.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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