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only 1 blob this time...
Parse Time: 0 seconds
Trace Time: 0 hour 32 minutes 44 seconds
Peak Memory Used: 168032 bytes (164.1 KB)
Pentium 3 450Mhz, 192MB RAM, under Windows XP, GUI priority: highest, Render priority:
lowest.
Rendered in POVMan 0.71.4 (at a resolution of 1024*768, resampled using PSP)
Actually this is a complete rewrite of the shader. No more need for a shell-object
(at
least not in this test-image...)
Ryan: I tried adding anisotropic highlights, but it didn't really give as good as I
expected, so I left it out.
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 'fur2.jpg' (71 KB)
Preview of image 'fur2.jpg'
![fur2.jpg](/povray.binaries.images/attachment/%3C3c3ba9f9%40news.povray.org%3E/fur2.jpg?ttop=443840&toff=9900&preview=1)
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>
> Ryan: I tried adding anisotropic highlights, but it didn't really give as good
as I
> expected, so I left it out.
Umm. . . that wasn't Ryan. It was me. :)
This looks much much better even without the anisotropic shading. I'm not sure
if that was the right thing to suggest anyway. In R.Suzuki's post of November
14th "ISO quilt and carpet: three torii:
http://news.povray.org/3bf235e6@news.povray.org
you can see, in the first two torii, what I was trying to suggest.
You probably already knew that though. :)
--
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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> Umm. . . that wasn't Ryan. It was me. :)
you're right. I'm sorry :)
> This looks much much better even without the anisotropic shading. I'm not sure
> if that was the right thing to suggest anyway. In R.Suzuki's post of November
tnx. I think, if I had a way to know the orientation of the hairs, adding correct
anisotropic shading (and highlighting) would have very good results... But I'm really
just starting with shaders, I don't know how to orient the fur. In this image it
looks
already much better than in the previous one, where the noise representing the hairs
was a
uniform noise, but it's still not the way I want it...
Maybe someone can help me with this?
I'll clean the code of the shader, and then I'll post it to povray.text.scene-files
(or
should I post it somewhere else?)
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'll clean the code of the shader, and then I'll post it to povray.text.scene-files
(or
> should I post it somewhere else?)
povray.binaries.scene-files that is...
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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wow! That is very good!
um...
with that better trace time...
um....
how does it animate? :o)
-peter
--
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net
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Much better than the last one. I like.
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> wow! That is very good!
tnx :)
> how does it animate? :o)
well, the orientation of the hairs won't change, so it might look a bit static...
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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> Much better than the last one. I like.
tnx
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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Sweet.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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Very nice!
I can see that you too have figured out that one important trick to simulate
fur is using "dark highlights". :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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