POV-Ray : Newsgroups : povray.binaries.images : mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1) Server Time
16 Aug 2024 12:23:24 EDT (-0400)
  mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1) (Message 1 to 5 of 5)  
From: PeterC
Subject: mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1)
Date: 19 Feb 2002 21:08:44
Message: <3c7303e6.2902955@localhost>
I was finally getting around to messing
around with the mesh2 object.   I wrote a routine to
make a mesh sphere.  Then I wrote a routine to
distort the sphere.  Then I ended up with this.
	It was nspired by some of the "tech"
styling in the deviantart and deskmod web sites.
Source posted in the povray.text.scene-files group,
with a subject of "mesh2 angular abstract"


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Attachments:
Download 'mesh2_sphere_zoom1.jpg' (29 KB)

Preview of image 'mesh2_sphere_zoom1.jpg'
mesh2_sphere_zoom1.jpg


 

From: Robert
Subject: Re: mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1)
Date: 20 Feb 2002 12:15:44
Message: <3C73D9E5.4070408@exmail.de>
I like it!!
Don't know how to do it in real, but it reminds me of the paper fold 
technique origami.

best wishes,

Robert

Pet### [at] nymaliasnetalmost wrote:

> 	I was finally getting around to messing
> around with the mesh2 object.   I wrote a routine to
> make a mesh sphere.  Then I wrote a routine to
> distort the sphere.  Then I ended up with this.
> 	It was nspired by some of the "tech"
> styling in the deviantart and deskmod web sites.
> Source posted in the povray.text.scene-files group,
> with a subject of "mesh2 angular abstract"
> 
> 
> 
> 
> 
> mesh2_sphere_zoom1.jpg
> 
> Content-Type:
> 
> image/jpeg
> Content-Encoding:
> 
> x-uuencode
> 
>


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From: Steve
Subject: Re: mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1)
Date: 20 Feb 2002 20:43:50
Message: <slrna78k2e.mp3.steve@zero-pps.localdomain>
On Wed, 20 Feb 2002 02:08:17 GMT, Pet### [at] nymaliasnetalmost wrote:
> 	I was finally getting around to messing
> around with the mesh2 object.   I wrote a routine to
> make a mesh sphere.  Then I wrote a routine to
> distort the sphere.  Then I ended up with this.
> 	It was nspired by some of the "tech"
> styling in the deviantart and deskmod web sites.
> Source posted in the povray.text.scene-files group,
> with a subject of "mesh2 angular abstract"

Makes me think of lots of witches on broomsticks all flying around in
circles. 

--
%HAV-A-NICEDAY                    email mailto:ste### [at] zeroppsuklinuxnet
Steve                                web http://www.zeropps.uklinux.net/
                                             or http://start.at/zero-pps
  1:40am  up 5 days,  7:29,  1 user,  load average: 1.10, 1.07, 1.06


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From: cinder
Subject: Re: mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1)
Date: 7 Mar 2002 22:04:23
Message: <3c882a36@news.povray.org>
Pet### [at] nymaliasnetalmost wrote:

> I was finally getting around to messing
> around with the mesh2 object.   I wrote a routine to
> make a mesh sphere.  Then I wrote a routine to
> distort the sphere.  Then I ended up with this.
> It was nspired by some of the "tech"
> styling in the deviantart and deskmod web sites.
> Source posted in the povray.text.scene-files group,
> with a subject of "mesh2 angular abstract"
just a question did you use matrix keyword to distort the sphere and if so 
could you do a little explaining on matrix because i never could quite 
understand it
-- 
%segmentation fault


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From: PeterC
Subject: Re: mesh 2angular abstract (~29K) - mesh2_sphere_zoom1.jpg (1/1)
Date: 21 Mar 2002 21:49:38
Message: <3c994788.9120456@localhost>
On Thu, 07 Mar 2002 22:00:06 -0500, cinder <cin### [at] yahoocom>
wrote:

>just a question did you use matrix keyword to distort the sphere and if so 

No matrixes were used.  I don't understand them either.
To distort the sphere I randomly created gravity sources with
a sort of falloff factor so that points closer to a given
gravity source are affected more.  Got this idea from the
old Amiga Sculpt 4d "magnetic" feature.

The points are kept in an array and are not written out
as a mesh2 until the distortion runs are finished.

Soon I hope to figure out a way to get UV mapping with this.
That should be very cool.


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