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16 Aug 2024 02:30:02 EDT (-0400)
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From: Sam Van Oort
Subject: Re: A quick img
Date: 19 Apr 2002 14:31:44
Message: <3cc06290$1@news.povray.org>
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] yahoocom> 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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From: Coridon Henshaw
Subject: Re: A quick img
Date: 19 Apr 2002 16:05:52
Message: <Xns91F5A3C11C029csbhccse@204.213.191.226>
"Sam Van Oort" <sam### [at] yahoocom> 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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From: Coridon Henshaw
Subject: Re: A quick img
Date: 19 Apr 2002 16:07:44
Message: <Xns91F5A412DD7AAcsbhccse@204.213.191.226>
che### [at] sympaticoca (Coridon Henshaw) wrote in
news:Xns### [at] 204213191226: 

>                     [.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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From: Sam Van Oort
Subject: Re: A quick img
Date: 20 Apr 2002 00:51:10
Message: <3cc0f3be@news.povray.org>
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] sympaticoca (Coridon Henshaw) wrote in
>news:Xns### [at] 204213191226:
>
>>                     [.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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From: Sam Van Oort
Subject: Re: A quick img
Date: 20 Apr 2002 01:29:48
Message: <3cc0fccc@news.povray.org>
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


 

From: Shay
Subject: Re: A quick img
Date: 20 Apr 2002 11:42:35
Message: <3cc18c6b$1@news.povray.org>
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] yahoocom> wrote in message
news:3cc0fccc@news.povray.org...


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From: Corey Woodworth
Subject: Re: A quick img
Date: 20 Apr 2002 19:28:09
Message: <3cc1f989$1@news.povray.org>
I think the focal blur is a bit too strong.


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From: Sam Van Oort
Subject: Re: A quick img
Date: 21 Apr 2002 15:10:55
Message: <3cc30ebf$1@news.povray.org>
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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From: Is
Subject: Re: A quick img
Date: 22 Apr 2002 08:48:52
Message: <3CC4068D.7090908@yahoo.com>
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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From: Marc Jacquier
Subject: Re: A quick img
Date: 23 Apr 2002 03:08:51
Message: <3cc50883@news.povray.org>
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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