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using 2 blobs (a blob and a "shell-blob") and 2 'fur'-shaders...
Parse Time: 0 seconds
Trace Time: 1 hour 41 minutes 12 seconds
Peak Memory Used: 168768 bytes (164.8 KB)
Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render priority:
lowest.
Rendered in POVMan 0.71.4
The shader for the "shell"-object could be used as only shader (so you don't need
another
object) for far away objects, but you could see the background through it at places
where
you shouldn't... (that's why I needed a solid object underneath it)
Fortunately, making a "shell"-object is very easy to do when your using blobs.
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
Post a reply to this message
Attachments:
Download 'fur.jpg' (83 KB)
Preview of image 'fur.jpg'
![fur.jpg](/povray.binaries.images/attachment/%3C3c3a63e4%40news.povray.org%3E/fur.jpg?ttop=443840&toff=9900&preview=1)
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Wow .. it looks like 'matted fur' but it's still a great effect.
== John ==
"Zeger Knaepen" <zeg### [at] student kuleuven ac be> wrote in message
news:3c3a63e4@news.povray.org...
> using 2 blobs (a blob and a "shell-blob") and 2 'fur'-shaders...
> Parse Time: 0 seconds
> Trace Time: 1 hour 41 minutes 12 seconds
> Peak Memory Used: 168768 bytes (164.8 KB)
>
> Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest,
Render priority:
> lowest.
> Rendered in POVMan 0.71.4
>
> The shader for the "shell"-object could be used as only shader (so you
don't need another
> object) for far away objects, but you could see the background through it
at places where
> you shouldn't... (that's why I needed a solid object underneath it)
> Fortunately, making a "shell"-object is very easy to do when your using
blobs.
>
> 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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Strange, I was just thinking about ways to render fur earlier today. This looks
pretty good. Might look better if it was combined with the anisotropic shader
though. Or, at least some way to get the highlights of the individual hairs
brighter on the parts of the object more perpendicular to the camera.
BTW how did you do that background? I really like it.
--
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 ^"^
Post a reply to this message
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> Strange, I was just thinking about ways to render fur earlier today. This looks
> pretty good.
tnx :)
> Might look better if it was combined with the anisotropic shader
> though. Or, at least some way to get the highlights of the individual hairs
> brighter on the parts of the object more perpendicular to the camera.
good idea, I'll try that tomorrow!
> BTW how did you do that background? I really like it.
sky_sphere {
pigment {
wrinkles
scale .25
warp {turbulence 1}
color_map {
[0 rgb <.4,.5,.9>/3]
[.5 rgb <.6,.8,1>]
[1 rgb 1]
}
scale .75
warp {turbulence .5 lambda 3}
}
}
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
Post a reply to this message
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nice and simple... =]
How is the fur done... ???
Zeger Knaepen wrote:
> > Strange, I was just thinking about ways to render fur earlier today. This looks
> > pretty good.
> tnx :)
>
> > Might look better if it was combined with the anisotropic shader
> > though. Or, at least some way to get the highlights of the individual hairs
> > brighter on the parts of the object more perpendicular to the camera.
> good idea, I'll try that tomorrow!
>
> > BTW how did you do that background? I really like it.
> sky_sphere {
> pigment {
> wrinkles
> scale .25
> warp {turbulence 1}
> color_map {
> [0 rgb <.4,.5,.9>/3]
> [.5 rgb <.6,.8,1>]
> [1 rgb 1]
> }
> scale .75
> warp {turbulence .5 lambda 3}
> }
> }
>
> 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
Post a reply to this message
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> nice and simple... =]
>
> How is the fur done... ???
shading more or less as in Rune's fur-texture, and for the shell-object a transparancy
based on the x-ray-shader included with POVMan: transparant at the edges, opaque
elsewhere.
goodnight!
--
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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Zeger Knaepen wrote:
> The shader for the "shell"-object could be used as only shader (so you don't need
another
> object) for far away objects, but you could see the background through it at places
where
> you shouldn't... (that's why I needed a solid object underneath it)
> Fortunately, making a "shell"-object is very easy to do when your using blobs.
Beautiful!
Can you tell how the fur was created? I've heard the term "shader"
before, but not sure what that means in this case.
Thanks,
Mark Slone
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> Beautiful!
tnx
> Can you tell how the fur was created? I've heard the term "shader"
> before, but not sure what that means in this case.
simply put, a shader is a formula that tells the renderer (in this case POVMan) how to
color (or "shade") a point of an object. If you want a more detailed explanation,
download POVMan and read the documentation, then read part II of The RenderMan
Interface
Specification
(http://www.pixar.com/renderman/developers_corner/rispec/rispec_3_1/index.html)
good night!
--
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
Post a reply to this message
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Looks "crappy"! ;-)
Very nice, all in all...
--
Lennard "Lenny" van Ingen
lenny_SPAMSUX_@vestingbar.nl
UIN: 87008669
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"Zeger Knaepen" <zeg### [at] student kuleuven ac be> wrote in
news:3c3a63e4@news.povray.org:
> using 2 blobs (a blob and a "shell-blob") and 2 'fur'-shaders...
This doesn't look like fur to me, but does make it look as if the image has
been painted with some kind of oil brush.
Beautiful effect, and actually much nicer than fur. I'd love to see a real
scene done like this.
-- Simon
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