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A beholder model I've been working on for a couple of months in Rhino. It's
supposed to look terrifying. Looks to me more like it's terrified <g>
Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS
Post a reply to this message
Attachments:
Download 'beholder2.jpg' (58 KB)
Preview of image 'beholder2.jpg'

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"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3c42b0ba@news.povray.org...
> A beholder model I've been working on for a couple of months in Rhino.
It's
> supposed to look terrifying. Looks to me more like it's terrified <g>
Well I'm afraid... afraid I will have to agree with your description.
I would get rid of the big eye and distort the sphere somehow near the
tentacles.
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Bill DeWitt wrote:
> "Gail Shaw" <gsh### [at] monotix co za> wrote in message
> news:3c42b0ba@news.povray.org...
>
>>A beholder model I've been working on for a couple of months in Rhino.
>>
> It's
>
>>supposed to look terrifying. Looks to me more like it's terrified <g>
>>
>
> Well I'm afraid... afraid I will have to agree with your description.
>
> I would get rid of the big eye and distort the sphere somehow near the
> tentacles.
But, but, but... she can't. According to my worn out copy of the AD&D
Monster Manual, the Beholder needs that big eye.[1]
IMHO, it should be a tad bigger. The visible part of the eye doesn't
need to be, just that the eyeball needs to fill the eyesocket more tightly.
[1] I still have the first ed. Maybe it has changed since I stopped caring.
--
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/* @ */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/* videotron.ca */}camera{location<6,1.25,-6>look_at a orthographic}
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"Francois Labreque" <fla### [at] videotron ca> wrote :
>
> But, but, but... she can't. According to my worn out copy of the AD&D
> Monster Manual, the Beholder needs that big eye.[1]
Ah... I thought 'Beholder" was her own name (Never played the game).
Post a reply to this message
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IMHO, what you'll need to do is crease the forehead of the beholder into a "v"
above the big eye, and make it look like its really angry. Otherwise, you've
got the [mono-eye guy from Monsters, Inc] problem of just looking surprised all
the time.
Francois Labreque wrote:
> Bill DeWitt wrote:
>
> > "Gail Shaw" <gsh### [at] monotix co za> wrote in message
> > news:3c42b0ba@news.povray.org...
> >
> >>A beholder model I've been working on for a couple of months in Rhino.
> >>
> > It's
> >
> >>supposed to look terrifying. Looks to me more like it's terrified <g>
> >>
> >
> > Well I'm afraid... afraid I will have to agree with your description.
> >
> > I would get rid of the big eye and distort the sphere somehow near the
> > tentacles.
>
> But, but, but... she can't. According to my worn out copy of the AD&D
> Monster Manual, the Beholder needs that big eye.[1]
>
> IMHO, it should be a tad bigger. The visible part of the eye doesn't
> need to be, just that the eyeball needs to fill the eyesocket more tightly.
>
> [1] I still have the first ed. Maybe it has changed since I stopped caring.
> --
> /*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
> /* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
> /* @ */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
> /* videotron.ca */}camera{location<6,1.25,-6>look_at a orthographic}
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Its eye and mouth need to be changed, and it could look more agressive if
the tentacles were all looking forward, I think.
Make your face into an angry face and feel the way your mouth and eyes move,
and then try to mimick that in the picture.
- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
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In article <3c42b0ba@news.povray.org>,
"Gail Shaw" <gsh### [at] monotix co za> wrote:
> A beholder model I've been working on for a couple of months in Rhino. It's
> supposed to look terrifying. Looks to me more like it's terrified <g>
Hmm...maybe make the big eye a little bigger, open up the mouth, make
more and smaller teeth, maybe with some red stains. Maybe a more
shark-like mouth, with a hinged bottom jaw and an inverted-U shape.
Also, make the stalk-eyes lower and more to the sides, and make them all
aiming at the same point the large eye is looking at, like it is getting
ready to spring on a target.
Also, a darker color...spring-leaf green isn't very frightning, a
swamp-algae green might be better.
--
--
Christopher James Huff <chr### [at] mac com>
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Bill DeWitt wrote in message <3c42dd94$1@news.povray.org>...
>
>"Francois Labreque" <fla### [at] videotron ca> wrote :
>>
>> But, but, but... she can't. According to my worn out copy of the AD&D
>> Monster Manual, the Beholder needs that big eye.[1]
>
> Ah... I thought 'Beholder" was her own name (Never played the game).
>
No. I chose it 'cause I thought it'd be an easy intro to organic modelling.
Easy is one thing it wasn't <grin>
For those who don't know, here's the description of the beholder from the
AD&D
monsterous manual
"The beholder is the stuff of nightmares. This creature, also called the
sphere of
many eyes or the eye tyrant, appears as a large orb dominated by a central
eye
and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top
of
the orb. Among adventurers, beholders are known as deadly adversaries.
Equally deadly are a number of variant creatures known collectively as
beholder-kin, including radical and related creatures, and an undead
variety.
These creatures are related in manners familial and arcane to the
``traditional''
beholders, and share a number of features, including the deadly magical
nature
of their eyes. The most extreme of these creatures are called beholder
abominations.
The globular body of the beholder and its kin is supported by levitation,
allowing
it to float slowly about as it wills.
Beholders and beholder-kin are usually solitary creatures, but there are
reports
of large communities of them surviving deep beneath the earth and in the
void
between the stars, under the dominion of hive mothers."
Gail
*************************************************************************
* gsh### [at] monotix co za * Chaos, disorder and panic *
* http://www.rucus.ru.ac.za/~gail/ * My job here is done. *
*************************************************************************
* Just think of me as the storm before the calm Magic: The Gathering*
*************************************************************************
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"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3c42b0ba@news.povray.org...
LOL! I like it! Thanks for brightening my day Gail.....
~Steve~
> Gail
> --
> #macro G(H,S)disc{0z.4pigment{onion
color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
> cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end
G(3,5)G(2,5.5)G(1,5)
>
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
> )G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS
>
>
>
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On Mon, 14 Jan 2002 13:31:21 -0500, Christopher James Huff <chr### [at] mac com> wrote:
> In article <3c42b0ba@news.povray.org>,
> "Gail Shaw" <gsh### [at] monotix co za> wrote:
>
> > A beholder model I've been working on for a couple of months in Rhino. It's
> > supposed to look terrifying. Looks to me more like it's terrified <g>
>
> Hmm...maybe make the big eye a little bigger, open up the mouth, make
> more and smaller teeth, maybe with some red stains. Maybe a more
> shark-like mouth, with a hinged bottom jaw and an inverted-U shape.
> Also, make the stalk-eyes lower and more to the sides, and make them all
> aiming at the same point the large eye is looking at, like it is getting
> ready to spring on a target.
> Also, a darker color...spring-leaf green isn't very frightning, a
> swamp-algae green might be better.
>
> --
> --
> Christopher James Huff <chr### [at] mac com>
Actually, I would just rent or buy a copy of the recent Dungeons & Dragons movie and
see how
they made them look nasty. There where a bunch of them at the bad guys fortress. ;)
Post a reply to this message
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"Gail Shaw" wrote:
> A beholder model I've been working on for a
> couple of months in Rhino.
I really like this one! :)
I also agree with many of the suggestions from the others though.
Rhino exports a mesh (or similar) which is then used in POV-Ray, right? Will
it be possible to animate it then?
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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It would, if only POV had a built in boning system...
--
#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
"Rune" <run### [at] mobilixnet dk> ha scritto nel messaggio
news:3c434591@news.povray.org...
> "Gail Shaw" wrote:
> > A beholder model I've been working on for a
> > couple of months in Rhino.
>
> I really like this one! :)
>
> I also agree with many of the suggestions from the others though.
>
> Rhino exports a mesh (or similar) which is then used in POV-Ray, right? Will
> it be possible to animate it then?
>
> 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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"JRG" wrote:
> It would, if only POV had a built in boning system...
Yes, all meshes would. That's why I'm such a big advocate of a build in
boning system in POV-Ray. :)
However, I was more thinking of, if this one could be animated with the
options currently available.
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
Post a reply to this message
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Apart from a SDL boning system include file (something for the brave ones) I don't
think that's possible at all...
--
#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
"Rune" <run### [at] mobilixnet dk> ha scritto nel messaggio
news:3c435328@news.povray.org...
> "JRG" wrote:
> > It would, if only POV had a built in boning system...
>
> Yes, all meshes would. That's why I'm such a big advocate of a build in
> boning system in POV-Ray. :)
>
> However, I was more thinking of, if this one could be animated with the
> options currently available.
>
> 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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Gail Shaw wrote:
> Bill DeWitt wrote in message <3c42dd94$1@news.povray.org>...
>
>>"Francois Labreque" <fla### [at] videotron ca> wrote :
>>
>>>But, but, but... she can't. According to my worn out copy of the AD&D
>>>Monster Manual, the Beholder needs that big eye.[1]
>>>
>> Ah... I thought 'Beholder" was her own name (Never played the game).
>>
>>
>
> No. I chose it 'cause I thought it'd be an easy intro to organic modelling.
> Easy is one thing it wasn't <grin>
>
> For those who don't know, here's the description of the beholder from the
> AD&D
> monsterous manual
>
> "The beholder is the stuff of nightmares. This creature, also called the
> sphere of
> many eyes or the eye tyrant, appears as a large orb dominated by a central
> eye
> and a large toothy maw, has 10 smaller eyes on stalks sprouting from the top
> of the orb.
Yours only has 9.
--
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/* flabreque */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/* @ */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/* videotron.ca */}camera{location<6,1.25,-6>look_at a orthographic}
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I think you just need to cook it somemore. Make the maw more maw-like, with
protruding teeth, and maybe more ragged around the lips. Maybe pus and scabbing
around the edge of the eye. Work the eye some more, maybe with some radial
texturing to make it look veined.
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"JRG" <jrg### [at] hotmail com> wrote in message news:3c435546@news.povray.org...
> Apart from a SDL boning system include file (something for the brave ones) I
don't
> think that's possible at all...
>
I disagree. I hope to prove it before the year is out. That gives me awhile to
work out all of the details. :)
--
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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"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3c42b0ba@news.povray.org...
> A beholder model I've been working on for a couple of months in Rhino. It's
> supposed to look terrifying. Looks to me more like it's terrified <g>
>
I never got into D&D or anything like that. Have you seen Monsters Inc., or any
shots of it on the web? This looks like it could be one of Mike Wakowski's
offspring. ( He was dating a one eyed medusoid character).
The main thing that makes yours look terrified is the facial expression.
Close the eye more, make the mouth more narrow laterally and then pull the
corners down some more while raising the upper lip towards each side(snarl)
v-down the head lump similar to the shape of a pair of angrily knitted eyebrows.
Aww heck! Here's a cheesy PSP clone 'n' smudge to show you what I'm trying to
say.
Post a reply to this message
Attachments:
Download 'beholder2_post.jpg' (66 KB)
Preview of image 'beholder2_post.jpg'

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"Francois Labreque" <fla### [at] videotron ca> wrote in message
news:3C4### [at] videotron ca...
>
>
> Yours only has 9.
>
Lost one in a fight. (I got lazy) Pick your prefered reason.
Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS
Post a reply to this message
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"Rune" <run### [at] mobilixnet dk> wrote in message
news:3c434591@news.povray.org...
> "Gail Shaw" wrote:
> > A beholder model I've been working on for a
> > couple of months in Rhino.
>
> I really like this one! :)
>
> I also agree with many of the suggestions from the others though.
>
> Rhino exports a mesh (or similar) which is then used in POV-Ray, right?
Will
> it be possible to animate it then?
>
I exported to obj so I could run it through UV-mapper then converted the obj
to pov (though I had a lot of problems with that conversion)
Theoretically it's possible to animate. Not sure how practical though.
Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS
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"Batronyx" <bat### [at] alliancecable net> wrote in message
news:3c43bf38@news.povray.org...
>
> The main thing that makes yours look terrified is the facial expression.
> Close the eye more, make the mouth more narrow laterally and then pull the
> corners down some more while raising the upper lip towards each
side(snarl)
> v-down the head lump similar to the shape of a pair of angrily knitted
eyebrows.
>
> Aww heck! Here's a cheesy PSP clone 'n' smudge to show you what I'm trying
to
> say.
>
Much closer to what I intended. I did some changes to the model last
night and got it looking a bit better. Still need to change all the
eyestalks.
Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)//GS
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Hmm, do you mean something like the PCM macros? Morphing between two meshes with the
same number of triangles? Or something completely different?
--
#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
"Batronyx" <bat### [at] alliancecable net> ha scritto nel messaggio
news:3c43b97f$1@news.povray.org...
> "JRG" <jrg### [at] hotmail com> wrote in message news:3c435546@news.povray.org...
> > Apart from a SDL boning system include file (something for the brave ones) I
> don't
> > think that's possible at all...
> >
>
> I disagree. I hope to prove it before the year is out. That gives me awhile to
> work out all of the details. :)
>
>
> --
> 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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"JRG" <jrg### [at] hotmail com> wrote in message news:3c446ade@news.povray.org...
> Hmm, do you mean something like the PCM macros? Morphing between two meshes
with the
> same number of triangles? Or something completely different?
That's more or less exactly what I'm talking about. That is completely possible
now. However, as Rune once pointed out when I mentioned this before, the current
set of morphing macros use linear interpolation and that would require a lot of
'key' meshes to get anything smooth.
Initially, I thought that wasn't really an issue because that's exactly how
Imagine for Windows implements its morphing routines. However, upon further
thought, Imagine likely uses an optimized internal format for storing the state
data. Using the PCM macros would require "a lot" of data and "a lot" of drive
space. Much more than the .iob file Imagine creates, even if the PCM files are
compressed.
I've been stewing on another method to use the .pcm file just once (or at least
with much fewer key-states). This likely means a custom morphing macro or two,
and some thought on how to get this all set up in a useable manner.
--
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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On Mon, 14 Jan 2002 12:19:34 +0200, "Gail Shaw" <gsh### [at] monotix co za>
wrote:
>A beholder model I've been working on for a couple of months in Rhino. It's
>supposed to look terrifying. Looks to me more like it's terrified <g>
with one eye it's a obviously a lot more difficult to put some expression
in there, but how about this:
Make the top center of the eyeball curve down a little, so you put a bit of
a 'frown' at the top of the eye... that way you don't have the big-eyed
'surprise'-look it currently has...
Pretty good model, btw.
--
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xlsior.org
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