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my first photons....
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#macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
}light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
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Attachments:
Download 'crystal.jpg' (30 KB)
Preview of image 'crystal.jpg'
![crystal.jpg](/povray.binaries.images/attachment/%3C3b26409c%40news.povray.org%3E/crystal.jpg?preview=1)
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In article <3b26409c@news.povray.org>, Tom Melly says...
> my first photons....
>
I like the structure of the wall in the back! How did you do it?
:o)
--
Regards, Sander
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Sander wrote in message ...
>In article <3b26409c@news.povray.org>, Tom Melly says...
>> my first photons....
>>
>I like the structure of the wall in the back! How did you do it?
>:o)
In these days of iso-surfaces and all sorts of new-fangled gizmos, that
would be the poor neglected agate normal (or were you being ironic? ;)
Ah, the poor normals. Relegated to walk-ons and crowd scenes - their stars
eclipsed by younger functions - who are badly behaved louts on the whole,
for all their modern appeal. Demanding thousands of parameters, and
exhibiting many flaws off-screen, before a satisfactory performance can be
coaxed from them. Sure they've got depth. Sure they've got outlines. But
where is the simple charm of yesteryear?
I'll stop now.
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In article <3b268c6b@news.povray.org>, Tom Melly says...
> >:o)
>
> In these days of iso-surfaces and all sorts of new-fangled gizmos, that
> would be the poor neglected agate normal (or were you being ironic? ;)
Erm, I was trying to be nasty. But I *do* like that wall structure; I'm
hopelessly short of resourcefulness...
The crystal of course is *very* beautiful! No irony.
>
> Ah, the poor normals. Relegated to walk-ons and crowd scenes - their stars
> eclipsed by younger functions - who are badly behaved louts on the whole,
> for all their modern appeal. Demanding thousands of parameters, and
> exhibiting many flaws off-screen, before a satisfactory performance can be
> coaxed from them. Sure they've got depth. Sure they've got outlines. But
> where is the simple charm of yesteryear?
>
> I'll stop now.
>
My English is too poor to adequately answer your prose... :)
--
Regards, Sander
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"Tom Melly" <tom### [at] tomandlu co uk> ha scritto nel messaggio
news:3b26409c@news.povray.org...
> my first photons....
Nice.
I'll try area light, and I'll increase the light (is this good English?).
Why don't you try to make this crystal lie in the ground more naturally? I
think it would look great also in a plain plane with some reflection and a
skysphere:
plane {y,0
pigment {rgb 1}
finish {ambient 0 diffuse 0.5 specular 0.25 roughness 0.01 reflection 0.2}}
then:
sky_sphere {pigment {rgb <.6,.8,1>}}
then add fade_power 2 to the light_source and a quite short fade_distance.
Finally try adding another fading light_source (bluish) behind the crystal.
The light sources have to be quite near to the crystal.
Regards,
Jonathan Rafael Ghiglia.
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Delicious.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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"JRG" <jrg### [at] hotmail com> wrote in message news:3b29229a@news.povray.org...
<snip>
Thanks for the suggestions - I'll give it a go and repost...
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