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14 Aug 2024 09:18:49 EDT (-0400)
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From: Ive
Subject: Re: Dragon
Date: 2 Dec 2002 11:41:46
Message: <3deb8d4a@news.povray.org>
> So I watched the Dragonheart sequel last night, not as good as the
> first one. You've done a great job there. Apart from a niggle re the
> small claws I like it, but I hate dusting brass ornaments :)
>

I've never seen the sequel but I loved the dragons voice in the first
one, wasn't it Sean Connery and for sure the dragon himself as
done by ILM.
Just did google it up and the director of Dragonheart is Rob Cohen
but I was referring to Joel and Ethan Coen and the movie "O brother,
where art thou?" starring a singing George Clooney and many other
strange things - but without any dragons :-)

-Ive


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From: Ive
Subject: Re: Dragon
Date: 2 Dec 2002 11:53:04
Message: <3deb8ff0@news.povray.org>
> But... there is IMHO a problem (or rather optical illusion) with the floor
> - it looks like not parellal to dragon figure. In other words - dragon
> looks like drawed with camera { location 0 look_at  <0,0,10> }
> and floor like         camera { location 0 looka_at <0,-5,10> }
>

Hmm, I do not see what you mean, but believe me there is nothing
faked, the floor are just some height fields at y=0, the dragon  figure
is also placed at <0,0,0> and the camera is at <-4.0,  19.0,  -46.0>

-Ive


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From: Ross Litscher
Subject: Re: Dragon
Date: 2 Dec 2002 11:56:47
Message: <3deb90cf$1@news.povray.org>
I have to say i really like the floor texture. is that an image/bump map or
what?

Ive <ive### [at] lilysoftcom> wrote in message news:3dea2c9e@news.povray.org...
> Just a little dust-trap for the bookshelf in the "Italian Room" scene.
> Somehow inspired by the Coen Brothers, Will Shakespeare, Homer
> and George Clooney.
>
> -Ive
>
>
>


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From: Ive
Subject: Re: Dragon
Date: 2 Dec 2002 12:22:26
Message: <3deb96d2$1@news.povray.org>
> I have to say i really like the floor texture. is that an image/bump map or
> what?
>

No image map, just reflection.
The floor is just made of  height_field tiles and one of the
tiles is created like this:

#declare HF_Resolution = 3;   // 0 to use a box

#local N_Wood1 = pigment { wood
  turbulence 0.1
  octaves 8
  rotate 90*y
  scale <0.08,  0.05,  0.05>*0.6
}

#if (HF_Resolution > 0)
 #declare WoodTile1 = height_field {
  function 128*HF_Resolution, 128*HF_Resolution {
    pigment{N_Wood1}
  }
#else
 #declare WoodTile1 = box { 0, 1
#end
  texture{T_Wood1}
  translate -0.5
  scale <20,  0.01,  20>
}

The tiles are rotated and put together to create the checkered
floor look and I did use only two different height_fields for the
complete floor because due to the rotation the repetition is not
very noticable.

-Ive


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