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using 64 bicubic_patches...
Parse Time: 1 second
Trace Time: 47 minutes, 48 seconds
Peak Memory used: 1251415 bytes (1.19 MB)
Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render priority:
lowest.
Not perfect at all, but I think this might be a useful technique for some
situations...
If I replace the bicubic_patches with cloth simulations textured in the same way,
maybe it
will look realistic enough to be used :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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Attachments:
Download 'haar1.jpg' (13 KB)
Preview of image 'haar1.jpg'
![haar1.jpg](/povray.binaries.images/attachment/%3C3c33b800%40news.povray.org%3E/haar1.jpg?ttop=443840&toff=9900&preview=1)
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"Zeger Knaepen" <zeg### [at] student kuleuven ac be> wrote in message
news:3c33b800@news.povray.org...
> using 64 bicubic_patches...
> Parse Time: 1 second
> Trace Time: 47 minutes, 48 seconds
> Peak Memory used: 1251415 bytes (1.19 MB)
>
> Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render
priority:
> lowest.
>
> Not perfect at all, but I think this might be a useful technique for some
situations...
> If I replace the bicubic_patches with cloth simulations textured in the same
way, maybe it
> will look realistic enough to be used :)
Excellent!
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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How very non-POV. :)It looks quite interesting. Care to explain more about
how you did it?
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> Excellent!
tnx!
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"I put the grrrr in swinger, baby!!"
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> How very non-POV. :)It looks quite interesting.
tnx
> Care to explain more about
> how you did it?
hmmm, I'll try :) It's actually very simple. The problem with hair simulations is
that
it's very slow because there should be many object (one object per hair). However,
from a
distance we don't see the individual hairs, so it isn't really necessary to render
them as
individual objects. So I made a bicubic_patch, gave it a hairy texture (long scaled
wrinkles) that fades to transparant at the edges (using uv_mapping to 'find' the
edges),
and placed some of those around a sphere. I really think if I replace the bicubic
patches
with a cloth simulation, the results can be very interesting and maybe very useful :)
It still isn't very quick, but the placement of the patches isn't really optimized in
this
image. I believe that if I placed the patches by hand, only where they are needed,
and
used a simple non-transparent texture where you can't see the edges of the hair, it
would
take about 20 minutes or less to render acceptable hair...
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"I put the grrrr in swinger, baby!!"
Post a reply to this message
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> --
> ZK AKA SaD
> http://www.povplace.be.tf
> "I put the grrrr in swinger, baby!!"
hmmm, wrong sig :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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I actually saw someone with hair like that (well it was black) at
the New Year's party I was at...
-peter
--
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net
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Zeger Knaepen wrote:
> However, from a distance we don't see the individual hairs, so it isn't
> really necessary to render them as
> individual objects. So I made a bicubic_patch, gave it a hairy texture
> (long scaled wrinkles) that fades to transparant at the edges (using
> uv_mapping to 'find' the edges),
> and placed some of those around a sphere. I really think if I replace the
> bicubic patches with a cloth simulation, the results can be very
> interesting and maybe very useful :)
Very fine and techie trick! I figure this hair would be very handy for
Blobman models with alopecia problems.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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> I actually saw someone with hair like that (well it was black) at
> the New Year's party I was at...
lol :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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> Very fine and techie trick! I figure this hair would be very handy for
> Blobman models with alopecia problems.
I certainly hope so :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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