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Thomas Lake <tla### [at] home com> wrote:
: The big block in the background is actually the same size as the blocks in
: the triangle?
Nope. It's truely bigger (in fact, exactly 6 times).
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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The shadows go the opposite direction to the visible light source??
Nice pic btw :)
Dave
"Warp" <war### [at] tag povray org> wrote in message
news:3b45f0cf@news.povray.org...
> The impossible triangle with cubes was first invented by the
> Swedish artist Oscar Reutersvard back in 1934.
>
> This image has two tricks. The first one is obvious (the triangle). But
> there's another trick which may not be obvious. Can you guess what it is?
>
>
----------------------------------------------------------------------------
----
>
>
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Davey B <kry### [at] totalise co uk*nospam*> wrote:
: The shadows go the opposite direction to the visible light source??
Nope. There are two light sources, and nothing special is related to them.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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In article <3b463501@news.povray.org>, Warp says...
> Sander <san### [at] stols com> wrote:
> : The image wasn't done with POV alone, but you used some image editor,
> : right??
>
> A suggestion like this is a great offence. I would never go that low!
>
> The image is made entirely with (hand-coded) POV-Ray code and one render,
> and no external files. All the objects in the image are real 3D primitives
> and all textures are regular POV-Ray procedural textures (eg. no image maps
> nor anything).
>
No offence meant and intended: I stupidly forgot the :) in my reply.
When I look at the left vertical vertices of the vertical stack of cubes
I get the impression that there is a lack of AA, as if these cubes have
been cut out and pasted. That made me make my offensive remark...
But I suppose there are other reasons for this to happen :))))
--
Regards, Sander
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In article <3b463501@news.povray.org>, Warp says...
> The image is made entirely with (hand-coded) POV-Ray code and one render,
> and no external files. All the objects in the image are real 3D primitives
> and all textures are regular POV-Ray procedural textures (eg. no image maps
> nor anything).
>
You have used an orthogonal camera?
--
Regards, Sander
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In article <MPG### [at] NEWS POVRAY ORG>, Sander says...
> In article <3b463501@news.povray.org>, Warp says...
> > The image is made entirely with (hand-coded) POV-Ray code and one render,
> > and no external files. All the objects in the image are real 3D primitives
> > and all textures are regular POV-Ray procedural textures (eg. no image maps
> > nor anything).
> >
> You have used an orthogonal camera?
>
If I draw a triangle called A aroud the "impossible triangle" and I
rotate a copy of this triangle, called B, 120 degrees, B nearly
perfectly overlaps A. This can only be so if you use an orthogonal
camera, right?
--
Regards, Sander
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In article <3b463501@news.povray.org>, Warp says...
> The image is made entirely with (hand-coded) POV-Ray code and one render,
> and no external files. All the objects in the image are real 3D primitives
> and all textures are regular POV-Ray procedural textures (eg. no image maps
> nor anything).
>
If you call the four "vertical" cubes for the sake of argument from top
to bottom a, b, c, and d, then c throws a shadow onto d, but a does not
onto b and b does not onto c. This is unreal, so here must lie the
sulution. I still don't see it, however. Clever!
--
Regards, Sander
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Sander <san### [at] stols com> wrote:
: If I draw a triangle called A aroud the "impossible triangle" and I
: rotate a copy of this triangle, called B, 120 degrees, B nearly
: perfectly overlaps A. This can only be so if you use an orthogonal
: camera, right?
You are getting closer.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Sander <san### [at] stols com> wrote:
: If you call the four "vertical" cubes for the sake of argument from top
: to bottom a, b, c, and d, then c throws a shadow onto d, but a does not
: onto b and b does not onto c. This is unreal, so here must lie the
: sulution. I still don't see it, however. Clever!
I just applied no_shadow to some of the cubes to avoid annoying shadows.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
Post a reply to this message
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"Warp" <war### [at] tag povray org> wrote in message
news:3b46fdb6@news.povray.org...
> Sander <san### [at] stols com> wrote:
> : If I draw a triangle called A aroud the "impossible triangle" and I
> : rotate a copy of this triangle, called B, 120 degrees, B nearly
> : perfectly overlaps A. This can only be so if you use an orthogonal
> : camera, right?
>
> You are getting closer.
From what I remember of this triangle, it's the angle that it's viewed
at that produces the illusion. I suspect that if you change the camera angle
on this image, you would have an entirely different view of it, ie,
something like two upright bars at opposing 45 degree(?) angles, at the end
of a horizontal bar at the base?
Close Warp? It's doing my head in! ;)
Great image though.
~Steve~
>
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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