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Yeah, the flares are a BIT overkill. (understatement) This was mostly a
test scene for some of the Moray plugins I downloaded. I'll post a better
version sooner or later. The "searchlight" is actually supposed to be a
laser, but I'm too lazy to tinker with media. If anyone has a shortcut, be
my guest.
Sam
"Sam Van Oort" <sam### [at] yahoo com> wrote in message
news:3cbf1919@news.povray.org...
> Here's a quick spaceship image: ship is differenced objects from moray,
> flares by the colefax flares pluign and galaxy from the other moray
plugin.
>
> What do you think? I may post a version with reduced flares.
>
>
>
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"Sam Van Oort" <sam### [at] yahoo com> wrote in
news:3cc06290$1@news.povray.org:
> The "searchlight" is actually supposed to be a laser, but I'm too lazy to
> tinker with media. If anyone has a shortcut, be my guest.
Generic glowing sci-fi 'laser':
#macro BeamWeapon (Source, Bearing, Range, Radius, CenterColor, SideColor)
#local SourceRadius = Radius * 2;
sphere
{
0,1
pigment {rgbt 1}
hollow
interior
{
media
{
intervals 1
method 3
emission 1.75/Radius
density
{
spherical
color_map
{
[0 color rgb <0,0,0>]
[.125 color SideColor]
[1 color CenterColor]
}
}
}
media
{
intervals 1
method 3
absorption .25/Radius
density
{
cylindrical
color_map
{
[0 color rgb <0,0,0>]
[.125 color NegateVector (SideColor)]
[1 color NegateVector (CenterColor)]
}
}
}
}
scale SourceRadius
translate Source
}
cylinder
{
<0,0,0> <0,1,0>, 1
pigment {rgbt 1}
hollow
interior
{
media
{
intervals 1
method 3
emission 1.75/Radius
density
{
cylindrical
color_map
{
[0 color rgb <0,0,0>]
[.125 color SideColor]
[1 color CenterColor]
}
}
}
media
{
intervals 1
method 3
absorption .275/Radius
density
{
cylindrical
color_map
{
[0 color rgb <0,0,0>]
[.125 color NegateVector (SideColor)]
[1 color NegateVector (CenterColor*2)]
}
}
}
}
rotate x*90
scale <Radius, Radius, Range>
rotate Bearing
translate Source
}
#end
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che### [at] sympatico ca (Coridon Henshaw) wrote in
news:Xns### [at] 204 213 191 226:
> [.125 color NegateVector (SideColor)]
> [1 color NegateVector (CenterColor)]
And you'll also need this:
#macro NegateVector (V)
<abs(1-V.x), abs(1-V.y), abs(1-V.z)>
#end
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Thanks for code -- I'll use it soon. A new version of this img with focal
blur and less flare is rendering as I type. It is at the 4 hr mark now. I
guess I've been rendering too long when I stay up past midnight to finish a
render. ;-).
Sam
Coridon Henshaw wrote in message ...
>che### [at] sympatico ca (Coridon Henshaw) wrote in
>news:Xns### [at] 204 213 191 226:
>
>> [.125 color NegateVector (SideColor)]
>> [1 color NegateVector (CenterColor)]
>
>And you'll also need this:
>
>#macro NegateVector (V)
><abs(1-V.x), abs(1-V.y), abs(1-V.z)>
>#end
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Here's the new one. The beam still needs stronger flares and some
tweaks... but that'll be version 3.0 (besides, I don't have the patience for
another render only to get weird effects from focal blur).
I know I should have set variance = 0...
Oh well, hindsight is 20/20 and
aperture 2.0
variance 0.01
blur_samples = infinity
confidence = ~1
......
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Attachments:
Download 'nu_spaceshp3.jpg' (36 KB)
Preview of image 'nu_spaceshp3.jpg'
![nu_spaceshp3.jpg](/povray.binaries.images/attachment/%3C3cc0fccc%40news.povray.org%3E/nu_spaceshp3.jpg?preview=1)
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I wasn't too impressed with this scene the first time, but you have
completely turned it around. The scene has a great look to it now.
The ship just needs a little work. The texture looks too large for the scale
of the ship and the lines look a little too "CSG-ish"
-Shay
"Sam Van Oort" <sam### [at] yahoo com> wrote in message
news:3cc0fccc@news.povray.org...
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I think the focal blur is a bit too strong.
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Glad you like it. I wanted the ship to appear as somewhat small, which is
why I have the oversized texture. The lines are pretty much beyond my
control (an odd side effect of a checker texture w/out anything TO checker.
All I can do is add a little noise. I'll do version 3.0 soon
As to the focal blur: maybe I should have put on my glasses when modelling.
:-)
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Sam Van Oort wrote:
> Here's a quick spaceship image: ship is differenced objects from moray,
> flares by the colefax flares pluign and galaxy from the other moray plugin.
>
> What do you think? I may post a version with reduced flares.
>
>
>
I could be wrong about what those are, but I think the lasers or
whatever they are should extend past the camera.
The ending flares (the big white ones) are pointing away from the
camera, which means that you would not see whats in the image (you'd see
a glow around the engine tips and/or flame/glow extending away)
Think of it as a light behind an object, you may see the glow around the
object, but you'd not likely see the star-point streak effect unless the
light is bigger than the object. In this case the light isn't really
visible since it's right on or even in the engine and the angle means
the light is out of direct sight. All you'd see is the indirect
reflections of the light.
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Hi I agree for focal blur, it is usually found in photographs including a
foreground because when lense is focused to infinite, blur occurate only for
1st meters ( for usual focal lengths <300mm)
I am not a maths freak but depth of field may be a tangent function of focal
distance.
Am I wrong?
Marc
3cc1f989$1@news.povray.org...
> I think the focal blur is a bit too strong.
>
>
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