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>Any suggestions for a fence that doesn't look human?
I've got an idea but I don't know how to describe it. If you took a spiral
and made the edges flat, instead of round. Almost like the protective
covering on some electrical stuf. I thinnk the easiest way to do it would be
to take a tube and then subtracta spira from it. The spiral should basically
have the same diametre as the tube. I like the posts.
> The 'rock' is supposed to be a crystal cliff.
Maybe if you made the crystal more transparent it would look more like
crystal.
Nekar Xenos aka Gerhard Oosthuizen
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Nekar Xenos <vir### [at] icon co za> wrote in message
news:3a9ca0dc@news.povray.org...
> I've got an idea but I don't know how to describe it. If you took a spiral
> and made the edges flat, instead of round. Almost like the protective
> covering on some electrical stuf. I thinnk the easiest way to do it would
be
> to take a tube and then subtracta spira from it. The spiral should
basically
> have the same diametre as the tube. I like the posts.
I like. Thanks, I'll give that a try.
> Maybe if you made the crystal more transparent it would look more like
> crystal.
Maybe. Nice high ior should help too.
Gail
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* http://www.rucus.ru.ac.za/~gail/ * Reformat hard drive Y)es O)k *
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in <3a9c9327@news.povray.org> Gail Shaw wrote:
>Will play around with waterfalls after current irtc deadline. I'll
>try and create it using the particle system instead of an isosurface.
>
For some inspiration on ice waterfalls:
http://www.cs.berkeley.edu/~qtluong/gallery/slides-ice/folio-ice.html
Ingo
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Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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ingo <ing### [at] home nl> wrote in message
news:Xns### [at] povray org...
>
> For some inspiration on ice waterfalls:
> http://www.cs.berkeley.edu/~qtluong/gallery/slides-ice/folio-ice.html
>
Thanks for the link. That'll help a lot.
Gail
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* gsh### [at] monotix co za * System.dat not found. *
* http://www.rucus.ru.ac.za/~gail/ * Reformat hard drive Y)es O)k *
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In article <3a9c9637@news.povray.org>, "Gail Shaw"
<gsh### [at] monotix co za> wrote:
> Didn't think of ice. Any suggestions for a fence that doesn't look human?
Hmm...people have made so many kinds of fences, you should be able to
find one that doesn't look man-made. :-)
A couple ideas...twisted or round helix "rope" instead of chains, a
large number of small, closely spaced posts, interlocking cylinders that
don't touch the neighboring posts, but come close, electrical arcs
(which wouldn't have any problem with ice buildup!), glowing tubes...
> I'll have a go with a particle system or two. Can the results of one
> particle system be used in collision detection with another?
I don't see any reason that won't work...but I'm not sure it's the best
approach. The results will probably look too much like liquid...an
isosurface should be fine.
> As for snow it's too cold to snow, but there might be some wind blown
> powder. Maybe a couple more particle systems <wince>
Using a particle_system object directly for wind-blown powdery snow
would take a *lot* of particles (lots of memory), even if confined to a
small area...you might have better luck with a particle system written
that generates a blob pattern, then use that pattern to place a snow
texture layer. For this, you could use your own particle system written
in POV Script, or the accessor functions for the particle_system data.
--
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> wrote in message
news:chrishuff-58F520.05581028022001@news.povray.org...
> Using a particle_system object directly for wind-blown powdery snow
> would take a *lot* of particles (lots of memory), even if confined to a
> small area...
I know. I've tried it before. Stopped the parse after 3 hours and found
a 500 MB swap file.
I'll see what blobs and a good texture look like.
Gail
--
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* gsh### [at] monotix co za * System.dat not found. *
* http://www.rucus.ru.ac.za/~gail/ * Reformat hard drive Y)es O)k *
********************************************************************
* If at first you don't succeed, call it version 1.0 *
********************************************************************
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Gail Shaw <gsh### [at] monotix co za> wrote:
> Chris Huff <chr### [at] mac com> wrote in message
> news:chrishuff-58F520.05581028022001@news.povray.org...
>> Using a particle_system object directly for wind-blown powdery snow
>> would take a *lot* of particles (lots of memory), even if confined to a
>> small area...
> I know. I've tried it before. Stopped the parse after 3 hours and found
> a 500 MB swap file.
> I'll see what blobs and a good texture look like.
Well, take a look at Door Into Summer. If you want the Snow Texture from
that, let me know. It was done with blobs, so you can get some pretty
convincing snow (depends on how long you want to play with it.)
Geoff
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Geoff Wedig <wed### [at] darwin epbi cwru edu> wrote in message
news:3a9cf1d9@news.povray.org...
> Well, take a look at Door Into Summer. If you want the Snow Texture from
> that, let me know. It was done with blobs, so you can get some pretty
> convincing snow (depends on how long you want to play with it.)
Love your pic, would definatly like to see the texture. Did you say
you would be posting the code sometime?
Gail
--
********************************************************************
* gsh### [at] monotix co za * System.dat not found. *
* http://www.rucus.ru.ac.za/~gail/ * Reformat hard drive Y)es O)k *
********************************************************************
* If at first you don't succeed, call it version 1.0 *
********************************************************************
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I actually messed around with using the particle emmiters to create a
waterfall effect. What I wanted to do is basically create a scene that
looked like the end of the earth, aka, water falling off the edge, with a
boat just cresting the top, about to drop. :-) I created a rectangular
box, and had it emitting blobs. Added a decent water texture, and the
images rocked. I'll have to look around to see if I still have a copy of
them somewhere, but it came out REALLY nice. Unfortionatly, it took a
*VERY* long time to render, due to having literally thousands of blob
objects. IIRC, its part of MegaPOV+.
"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3a9c9245@news.povray.org...
> Thomas Charron <tch### [at] ductape net> wrote in message
> news:3a9c1a83$1@news.povray.org...
> > This would be VERY nice if the waterfall was created as a
> > particle simulation of water droplets. Would take a LONG time to
> > render, but would increase the picture immensly..
> Takes 13 hours already, but you've got me thinking. Hmmmm.........
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Gail Shaw <gsh### [at] monotix co za> wrote:
> Geoff Wedig <wed### [at] darwin epbi cwru edu> wrote in message
> news:3a9cf1d9@news.povray.org...
>> Well, take a look at Door Into Summer. If you want the Snow Texture from
>> that, let me know. It was done with blobs, so you can get some pretty
>> convincing snow (depends on how long you want to play with it.)
> Love your pic, would definatly like to see the texture. Did you say
> you would be posting the code sometime?
*all* the code? Trust me, you don't want it. It's far from clean. Some
bits, like the stuff to make walls and arches I'm planning on posting
somewhere, because I think they'd be generally useful, but most of it I'll
keep unless people ask.
The snow texture, on the other hand, I can do easily (see below)
The first (Snow1) is a not bad attempt at the rolling plains snow, but I
don't actually use it in the pic, finding Snow2 almost as good, and much
better for the piled snow in the foreground. Only real problem is that it's
slightly too shiny when in direct light, but maybe it'll do what you want.
The principle behind it, if you're curious, is that worn snow (ie, been
around for awhile) has largish chunks that're icelike, and other chunks
that're more dullish, thus the two textures. Works pretty well, I think.
These were both made originally by Moray, then exported, but I've had
editted them extensively.
#declare Snow1 =
texture {
pigment { color rgb 1 }
normal { bozo .75 turbulence .5 }
finish {
ambient 0.1
diffuse 0.539567
brilliance 0.977333
phong 0.2446
phong_size 31.786667
specular 0.165467
roughness 0.466133
}
}
#declare Snow2 =
texture
{
bozo
texture_map
{
[0.0
pigment
{
color rgb <1.0, 1.0, 1.0>
}
normal { bozo .75 turbulence .5 }
finish
{
diffuse 0.50
specular 0.064733
roughness 1.0
}
]
[1.0
pigment
{
color rgb <1.0, 1.0, 1.0>
}
normal { bozo .75 turbulence .5 }
finish
{
ambient 0.1
diffuse 0.654667
brilliance 0.26
phong 0.4
phong_size 25.163333
specular 0.2
roughness 1.0
}
]
}
turbulence 2.0
ramp_wave
scale 0.001
}
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