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Hi All,
Since I'm always searching povray newsgroup to look for specific methods
of doing things, I decided to try to gather them all in a single picture
both to have a quick idea on what it looks like and also to have a quick
access on source. The image currently shows (in order):
- Blurred reflection (from Povray Questions and Tips)
- Spheric mapping of object (I did this one)
- Ice (or water ?) from a recent post by IkA
- Furtex by Rune S. Johansen
Of course, this image is still a WIP and it misses a bunch of other
great methods/tips that have been posted like subsurface scattering,
fire, water, furballs, media clouds, etc.
At this point, I would need your help to complete the image by adding
some more balls showing special effects/textures/methods...
Anyone interested ?
Comments ? Ideas ?
Nicolas
Post a reply to this message
Attachments:
Download 'balls.jpg' (60 KB)
Preview of image 'balls.jpg'

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From: Light Beam
Subject: Re: Balls collection (61k) - Contributions needed
Date: 15 Oct 2003 13:11:03
Message: <3f8d7fa7$1@news.povray.org>
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Yes, me ! email me...
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From: Tim Nikias v2 0
Subject: Re: Balls collection (61k) - Contributions needed
Date: 15 Oct 2003 13:17:57
Message: <3f8d8145@news.povray.org>
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You could also use my Electro-Static-Repulstion Macro, which places an
arbitrary amount of objects evenly spaced on a sphere...
Subsurface-Scattering could also be done, if you'd send me the source (just
the wooden box and a spot to put the sphere) I could prepare one.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Hi All,
>
> Since I'm always searching povray newsgroup to look for specific methods
> of doing things, I decided to try to gather them all in a single picture
> both to have a quick idea on what it looks like and also to have a quick
> access on source. The image currently shows (in order):
>
> - Blurred reflection (from Povray Questions and Tips)
> - Spheric mapping of object (I did this one)
> - Ice (or water ?) from a recent post by IkA
> - Furtex by Rune S. Johansen
>
> Of course, this image is still a WIP and it misses a bunch of other
> great methods/tips that have been posted like subsurface scattering,
> fire, water, furballs, media clouds, etc.
>
> At this point, I would need your help to complete the image by adding
> some more balls showing special effects/textures/methods...
>
> Anyone interested ?
> Comments ? Ideas ?
>
>
> Nicolas
>
----------------------------------------------------------------------------
----
Post a reply to this message
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From: Light Beam
Subject: Re: Balls collection (61k) - Contributions needed
Date: 15 Oct 2003 13:24:38
Message: <3f8d82d6$1@news.povray.org>
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I'm ok to make an isosurface ball (rock ?) what's the radius of your balls ?
Post a reply to this message
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From: St
Subject: Re: Balls collection (61k) - Contributions needed
Date: 15 Oct 2003 13:33:49
Message: <3f8d84fd@news.povray.org>
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"_Light_Beam_" <s.f### [at] tiscali fr> wrote in message
news:3f8d82d6$1@news.povray.org...
> I'm ok to make an isosurface ball (rock ?) what's the radius of your
balls ?
Are you sure you want to know? ;)
~Steve~
Post a reply to this message
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Thanks!
I've just posted the source to povray.binaries.scene-files.
(It uses the isowood 3 library).
There are separate files for each ball (so it's easier to access
sources) with filename describing where the ball is placed and there is
also a small macro (ball_at) to place the ball on shelf.
Nico
_Light_Beam_ wrote:
> Yes, me ! email me...
>
>
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Ooops, I forgot about this one and it should definitely be included.
Thanks !
If you can also make subsurface scattering that would be very cool
because my first attempt was a real shame.
Sources have been posted to povray.binaries.scene-files.
Nico
Tim Nikias v2.0 wrote:
> You could also use my Electro-Static-Repulstion Macro, which places an
> arbitrary amount of objects evenly spaced on a sphere...
>
> Subsurface-Scattering could also be done, if you'd send me the source (just
> the wooden box and a spot to put the sphere) I could prepare one.
>
Post a reply to this message
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hhuuummmm.... 1 unit...
Nico
St. wrote:
> "_Light_Beam_" <s.f### [at] tiscali fr> wrote in message
> news:3f8d82d6$1@news.povray.org...
>
>>I'm ok to make an isosurface ball (rock ?) what's the radius of your
>
> balls ?
>
> Are you sure you want to know? ;)
>
> ~Steve~
>
>
Post a reply to this message
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From: St
Subject: Re: Balls collection (61k) - Contributions needed
Date: 15 Oct 2003 14:08:50
Message: <3f8d8d32@news.povray.org>
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"Nico" <rou### [at] loria fr> wrote in message
news:3F8### [at] loria fr...
>
>
> hhuuummmm.... 1 unit...
Heh... That's fair enough then... :)
Keep up the good work with this idea. I like it.
~Steve~
>
> Nico
Post a reply to this message
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Nico <rou### [at] loria fr> wrote in news:3f8d6461@news.povray.org:
>
> Hi All,
>
> Since I'm always searching povray newsgroup to look for specific methods
> of doing things, I decided to try to gather them all in a single picture
> both to have a quick idea on what it looks like and also to have a quick
> access on source. The image currently shows (in order):
>
> - Blurred reflection (from Povray Questions and Tips)
> - Spheric mapping of object (I did this one)
> - Ice (or water ?) from a recent post by IkA
> - Furtex by Rune S. Johansen
>
> Of course, this image is still a WIP and it misses a bunch of other
> great methods/tips that have been posted like subsurface scattering,
> fire, water, furballs, media clouds, etc.
>
> At this point, I would need your help to complete the image by adding
> some more balls showing special effects/textures/methods...
>
> Anyone interested ?
> Comments ? Ideas ?
Are any of the balls on these pages of interest ?
http://home.no/t-o-k/povray
http://news.povray.org/povray.binaries.images/30265/
http://news.povray.org/povray.binaries.images/18898/
http://news.povray.org/povray.binaries.images/13849/
http://news.povray.org/povray.binaries.images/12723/
http://news.povray.org/povray.binaries.images/11944/
Tor Olav
Post a reply to this message
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Yes, yes, yes...
The glass sphere is really exquisite (and I think the image need to have
at least one clean glass sphere).
Also, the blob sphere shows the antiblob method so it would be great to
have it too (like the bumpy csg sphere in fact). I'm no so sure about
the egg since it's not linked with a particular method, what do you think ?
Can you have a look at the scene I posted in p.b.i and make the
corresponding files (it's the easiest way I think) ?
Nico
>
> Are any of the balls on these pages of interest ?
>
> http://home.no/t-o-k/povray
> http://news.povray.org/povray.binaries.images/30265/
> http://news.povray.org/povray.binaries.images/18898/
> http://news.povray.org/povray.binaries.images/13849/
> http://news.povray.org/povray.binaries.images/12723/
> http://news.povray.org/povray.binaries.images/11944/
>
>
> Tor Olav
Post a reply to this message
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Nico <rou### [at] loria fr> wrote in news:3F8### [at] loria fr:
>
> Yes, yes, yes...
> The glass sphere is really exquisite (and I think the image need to
> have at least one clean glass sphere).
I'm not sure which of my glass spheres you are referring to.
Remember that the appearance of glass is very dependant on the
surroundings and the light setting.
> Also, the blob sphere shows the antiblob method so it would be great
> to have it too (like the bumpy csg sphere in fact).
I'll try to dig up some code for these.
> I'm no so sure about the egg since it's not linked with a particular
> method, what do you think ?
Ok, it was just an experiment with "function controlled"
pigments and normals.
> Can you have a look at the scene I posted in p.b.i and make the
> corresponding files (it's the easiest way I think) ?
Will do.
Tor Olav
>> Are any of the balls on these pages of interest ?
>>
>> http://home.no/t-o-k/povray
>> http://news.povray.org/povray.binaries.images/30265/
>> http://news.povray.org/povray.binaries.images/18898/
>> http://news.povray.org/povray.binaries.images/13849/
>> http://news.povray.org/povray.binaries.images/12723/
>> http://news.povray.org/povray.binaries.images/11944/
>>
>>
>> Tor Olav
Post a reply to this message
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From: Tim Nikias v2 0
Subject: Re: Balls collection (61k) - Contributions needed
Date: 15 Oct 2003 17:33:05
Message: <3f8dbd11@news.povray.org>
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These two are accepted and I will post them as soon as I get the time to
finish them. For the ESR-Macro however, you might want to look at it
yourself and set it up to your desire. It just requires a few little
declarations and then it spits out positions for the objects to be placed
onto the sphere, so you might want to take care of that yourself to fit it
into the style of your balls.
I'll develop a little subsurface-scattering snippet tomorrow, should get
some spare time then.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Ooops, I forgot about this one and it should definitely be included.
> Thanks !
> If you can also make subsurface scattering that would be very cool
> because my first attempt was a real shame.
>
> Sources have been posted to povray.binaries.scene-files.
>
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > You could also use my Electro-Static-Repulstion Macro, which places an
> > arbitrary amount of objects evenly spaced on a sphere...
> >
> > Subsurface-Scattering could also be done, if you'd send me the source
(just
> > the wooden box and a spot to put the sphere) I could prepare one.
> >
>
Post a reply to this message
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From: Simon Adameit
Subject: Re: Balls collection (61k) - Contributions needed
Date: 16 Oct 2003 05:30:22
Message: <3f8e652e@news.povray.org>
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Nico wrote:
>
> Hi All,
>
> Anyone interested ?
> Comments ? Ideas ?
>
Very nice idea!
What about some glass or water spheres showing povray scenes inside them
like a cool particle media explosion, a flower or a tree, or something like
that. Also I think this matrix like textured egg H.E. Day did once would
fit, I just cant find it..
Post a reply to this message
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OK, the ESR macro is running to try to make a golf ball.
I used 300 points with max_iter set to 400 but I'm afraid it may be too
high settings. Will see.
I know someone posted a really nice golf ball but I can't find the post,
it would be helpful for texture.
Nico
Tim Nikias v2.0 wrote:
> These two are accepted and I will post them as soon as I get the time to
> finish them. For the ESR-Macro however, you might want to look at it
> yourself and set it up to your desire. It just requires a few little
> declarations and then it spits out positions for the objects to be placed
> onto the sphere, so you might want to take care of that yourself to fit it
> into the style of your balls.
>
> I'll develop a little subsurface-scattering snippet tomorrow, should get
> some spare time then.
>
Post a reply to this message
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From: Nico
Subject: Re: Balls collection (61k) - Contributions needed
Date: 16 Oct 2003 05:51:39
Message: <3f8e6a2b@news.povray.org>
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Yes, a media explosion within a glass ball would be cool and I think we
also need something like a fire ball and some clouds contained in a
sphere. Maybe also some balls with droplets.
I'm afraid the final image will take eons to render... Anyone around got
a fast machine ?
Nico
Simon Adameit wrote:
> Nico wrote:
>
>
>>Hi All,
>>
>>Anyone interested ?
>>Comments ? Ideas ?
>>
>
>
> Very nice idea!
>
> What about some glass or water spheres showing povray scenes inside them
> like a cool particle media explosion, a flower or a tree, or something like
> that. Also I think this matrix like textured egg H.E. Day did once would
> fit, I just cant find it..
Post a reply to this message
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From: Simon Adameit
Subject: Re: Balls collection (61k) - Contributions needed
Date: 16 Oct 2003 06:11:38
Message: <3f8e6eda@news.povray.org>
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Nico wrote:
>
> Yes, a media explosion within a glass ball would be cool and I think we
> also need something like a fire ball and some clouds contained in a
> sphere. Maybe also some balls with droplets.
What about some cute fish inside the water sphere?
> I'm afraid the final image will take eons to render... Anyone around got
> a fast machine ?
>
I'll be away from friday till tuesday, so I could render it if you are able
to finish it for tomorow..
Post a reply to this message
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Sure about the cute fish inside the water sphere (with some bubbles) but
I don't know how to do the water sphere (well, nor the fish in fact).
I tried using isosurface to get some waves onto a sphere surface but it
was not so good in the end. I think an isosurface is needed because a
perfect round sphere cannot give the illusion of a real water sphere,
maybe some big deformations could do the trick.
In any case, I'm afraid the image won't be ready for tomorrow...
Nico
Simon Adameit wrote:
> Nico wrote:
>
>
>>Yes, a media explosion within a glass ball would be cool and I think we
>>also need something like a fire ball and some clouds contained in a
>>sphere. Maybe also some balls with droplets.
>
>
> What about some cute fish inside the water sphere?
>
>
>>I'm afraid the final image will take eons to render... Anyone around got
>>a fast machine ?
>>
>
>
> I'll be away from friday till tuesday, so I could render it if you are able
> to finish it for tomorow..
Post a reply to this message
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From: Tim Nikias v2 0
Subject: Re: Balls collection (61k) - Contributions needed
Date: 16 Oct 2003 07:01:13
Message: <3f8e7a79@news.povray.org>
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Perhaps I'll have another go with the ESR-Macro just to have some results to
compare. During the process of creating the Subsurface-Scattering I've
noticed that the back of the balls intersect with the wooden board... Care
to fix that?
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> OK, the ESR macro is running to try to make a golf ball.
> I used 300 points with max_iter set to 400 but I'm afraid it may be too
> high settings. Will see.
> I know someone posted a really nice golf ball but I can't find the post,
> it would be helpful for texture.
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > These two are accepted and I will post them as soon as I get the time to
> > finish them. For the ESR-Macro however, you might want to look at it
> > yourself and set it up to your desire. It just requires a few little
> > declarations and then it spits out positions for the objects to be
placed
> > onto the sphere, so you might want to take care of that yourself to fit
it
> > into the style of your balls.
> >
> > I'll develop a little subsurface-scattering snippet tomorrow, should get
> > some spare time then.
> >
>
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
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Ooopps, didn't notice. I will try to fix the code.
Nico
Tim Nikias v2.0 wrote:
> Perhaps I'll have another go with the ESR-Macro just to have some results to
> compare. During the process of creating the Subsurface-Scattering I've
> noticed that the back of the balls intersect with the wooden board... Care
> to fix that?
>
Post a reply to this message
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From: Tim Nikias v2 0
Subject: Re: Balls collection (61k) - Contributions needed
Date: 16 Oct 2003 08:30:22
Message: <3f8e8f5e$1@news.povray.org>
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So, Subsurface-Candle uploaded to p.b.scene-files. Position it to your
liking, but update the cupboard first... Image will follow as soon as it has
finished rendering, subsurface is pretty intensive with arealights. The
candle has a small one itself, it may be switched off by commenting out the
arealight line in the Include-File, and I'm not sure if it greatly affects
the outcome of the image if it isn't used (the light is required, just not
the arealight-setup).
Note that the candle is set with lowest useful settings for the
media-calculations, these might be too low for other scenes and other
objects. (Hm, perhaps you should put that as a note inside the Include once
you have the set completed).
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Ooopps, didn't notice. I will try to fix the code.
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > Perhaps I'll have another go with the ESR-Macro just to have some
results to
> > compare. During the process of creating the Subsurface-Scattering I've
> > noticed that the back of the balls intersect with the wooden board...
Care
> > to fix that?
> >
>
---
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Anybody got a clue why that dark patch appears? I know, its from the part
where the rays travel through wax/air/wax, but why does it appear black? Any
workarounds? Source in p.b.scene-files, in "ball collection" thread.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
---
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Attachments:
Download 'sss_candle.jpg' (27 KB)
Preview of image 'sss_candle.jpg'

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"Tim Nikias v2.0" <tim.nikias (@) gmx.de> wrote in message
news:3f8e9d7c@news.povray.org...
> Anybody got a clue why that dark patch appears? I know, its from the part
> where the rays travel through wax/air/wax, but why does it appear black?
Any
> workarounds? Source in p.b.scene-files, in "ball collection" thread.
Probably the same reason there is a black line around the whole candle.
I won't be downloading the PBSF group, but I would check your trace level.
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Nico wrote:
>
> Hi All,
>
> Since I'm always searching povray newsgroup to look for specific methods
> of doing things, I decided to try to gather them all in a single picture
> both to have a quick idea on what it looks like and also to have a quick
> access on source. The image currently shows (in order):
>
> - Blurred reflection (from Povray Questions and Tips)
> - Spheric mapping of object (I did this one)
> - Ice (or water ?) from a recent post by IkA
> - Furtex by Rune S. Johansen
>
> Of course, this image is still a WIP and it misses a bunch of other
> great methods/tips that have been posted like subsurface scattering,
> fire, water, furballs, media clouds, etc.
>
> At this point, I would need your help to complete the image by adding
> some more balls showing special effects/textures/methods...
>
> Anyone interested ?
> Comments ? Ideas ?
Looks like a good start. Maybe you should add something like:
http://www.tu-bs.de/%7Ey0013390/pov/planets.html
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 2 Sep. 2003 _____./\/^>_*_<^\/\.______
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Nah, Bill, I've got the impression you don't like me too much from our
discussions on off-topic, but if you know at least some of my images, you
should know that I tend to raise max_trace_level per sé, simply because I'm
either doing all reflections, massive refractions or something alike...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
> > Anybody got a clue why that dark patch appears? I know, its from the
part
> > where the rays travel through wax/air/wax, but why does it appear black?
> Any
> > workarounds? Source in p.b.scene-files, in "ball collection" thread.
>
> Probably the same reason there is a black line around the whole
candle.
> I won't be downloading the PBSF group, but I would check your trace level.
>
>
---
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Version: 6.0.525 / Virus Database: 322 - Release Date: 09.10.2003
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"Tim Nikias v2.0" <tim.nikias (@) gmx.de> wrote :
>
> Nah, Bill, I've got the impression you don't like me too much from our
> discussions on off-topic,
No, I can disagree with people without disliking them.
> but if you know at least some of my images,
I don't. I haven't DLed PBI in over a year and didn't pay much attention
for a year or so before that.
Still, since you have a black edge all the way around the candle, there
is something working against your transparency.
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> No, I can disagree with people without disliking them.
Ah, okay. It seemed like you didn't like me cause even when my posts
wheren't actually against you, it looked like you tried to turn their
meaning upside down and search for something that I didn't even want to
imply. But this is PBI, lets stay on-topic... :-)
(And no, I didn't want to imply anything with this, that's just how I felt
from our last *short* discussion on off-topic)
> I don't. I haven't DLed PBI in over a year and didn't pay much
attention
> for a year or so before that.
Then you're missing the main part of being a POVer! ;-)
> Still, since you have a black edge all the way around the candle,
there
> is something working against your transparency.
Right about that. Can't find the trouble though. double_illuminate doesn't
change anything either, I had suspected that because it appears on the
inside surface. As far as I can tell, the problem revolves around the rays
passing through blob/media, air, back to blob/media, air, or generally when
passing out of thin areas of media. I'll try some higher samples, but I
don't think that will change anything. Any ideas?
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
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Another thing I just noticed: the black edge you referred to isn't existant,
that seems to be some side-effect of jpeg-conversion or such. In my renders,
even large ones, everything is fine except for the darker patch. Perhaps its
some floating point issue with blobs in conjunction with media? Need to
check with a different object to prove that...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
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Update: A quick test revealed that the same occurs with difference spheres
instead of smoothly blobbed "difference", so it ain't a precision problem
with blobs. Hm.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
> Another thing I just noticed: the black edge you referred to isn't
existant,
> that seems to be some side-effect of jpeg-conversion or such. In my
renders,
> even large ones, everything is fine except for the darker patch. Perhaps
its
> some floating point issue with blobs in conjunction with media? Need to
> check with a different object to prove that...
>
> --
> Tim Nikias v2.0
> Homepage: http://www.digitaltwilight.de/no_lights
> Email: tim.nikias (@) gmx.de
>
>
>
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"Tim Nikias v2.0" <tim.nikias (@) gmx.de> wrote in message
news:3f8ecfe7$1@news.povray.org...
> Update: A quick test revealed that the same occurs with difference spheres
> instead of smoothly blobbed "difference", so it ain't a precision problem
> with blobs. Hm.
I rendered within a sky_sphere, nothing else in the scene and it didn't have
the darker place on that near upper edge. Then I realized I hadn't used a
camera high enough above the candle and once I lowered it I saw it too.
Turns out that it can be made less obvious if intervals is raised some.
Well, the original dark place disappears. I know media method 3 is supposed
to auto-adjust that for you but nothing is perfect, and you had it at
intervals 1 so I figured that was a good place to start changing things
around.
The dark place was the inside curvature, near as I can tell, and it looks
like it might take an increase in samples, density, intervals or some
combination of those in order to help eliminate it. Actually, from what I've
seen by trying that here, I can still see the inner dimple through the outer
shell. Might take a lot of tweaking on those things to get it looking okay.
--
Bob H.
http://www.3digitaleyes.com
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Hm, hadn't thought about that combination. AFAIK, method 3 is supposed to be
run with intervals on 1, and high sampling rate, whereas method 2 requires
intervals rather than samples. That's just a supposition of mine, if anyone
wants to correct me on that to a significant degree, I'd be happy to listen.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
> > Update: A quick test revealed that the same occurs with difference
spheres
> > instead of smoothly blobbed "difference", so it ain't a precision
problem
> > with blobs. Hm.
>
> I rendered within a sky_sphere, nothing else in the scene and it didn't
have
> the darker place on that near upper edge. Then I realized I hadn't used a
> camera high enough above the candle and once I lowered it I saw it too.
>
> Turns out that it can be made less obvious if intervals is raised some.
> Well, the original dark place disappears. I know media method 3 is
supposed
> to auto-adjust that for you but nothing is perfect, and you had it at
> intervals 1 so I figured that was a good place to start changing things
> around.
>
> The dark place was the inside curvature, near as I can tell, and it looks
> like it might take an increase in samples, density, intervals or some
> combination of those in order to help eliminate it. Actually, from what
I've
> seen by trying that here, I can still see the inner dimple through the
outer
> shell. Might take a lot of tweaking on those things to get it looking
okay.
>
> --
> Bob H.
> http://www.3digitaleyes.com
>
>
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Just uploaded the new file in PBSF, entitled "Subsurface spherical candle",
as reply to the "Ball Collection" thread. The outdated version was recalled,
though I'm not too sure if that works properly.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
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Nico <rou### [at] loria fr> wrote in news:3f8d6461@news.povray.org:
>
> Anyone interested ?
> Comments ? Ideas ?
>
>
> Nicolas
>
I love it. Once I saw this, I had a vision of a much lager cupboard (9x9
cubbies?) with the center ones holding
P O V - R A Y
And printed out as a Poster
--
Tom
_________________________________
The Internet Movie Project
http://www.imp.org/
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From: Tim Nikias v2 0
Subject: Re: Balls collection (61k) - Contributions needed
Date: 16 Oct 2003 20:16:25
Message: <3f8f34d9$1@news.povray.org>
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That's a great idea! If we'd want it as a Poster though, perhaps some more
effort should be put into the different objects. E.g. Rune's Fur-Texture is
great for smaller objects, but doesn't stand for close scrutiny. Even though
I like the idea of different ideas and techniques being spread in the image,
the result should be near-photorealistic.
And, if the viewing angle permits, perhaps one of the lowest cubes should
get a nice checker texture as floor with a simple, reflective sphere? That
just shouts to be in there for a POV-Ray Poster...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> >
> > Anyone interested ?
> > Comments ? Ideas ?
> >
> >
> > Nicolas
> >
>
> I love it. Once I saw this, I had a vision of a much lager cupboard (9x9
> cubbies?) with the center ones holding
>
> P O V - R A Y
>
> And printed out as a Poster
>
>
> --
> Tom
> _________________________________
> The Internet Movie Project
> http://www.imp.org/
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I've looked into your code to properly test the candle in the actual
environment, and this is what I've found: you forgotten to move the plank by
z*plank_thickness in the end. The thickness points towards the camera and
thus extends from z=2.5 towards z=2.1, so I've just added plank_thickness in
the last translation. Below is the code, you can easily spot the difference
from your to my version:
// Rear plank
object {
IW_Plank_RoundW (
17,
(box_nx*box_x+(box_nx+1)*plank_thickness), plank_thickness,
box_ny*box_y+(box_ny+1)*plank_thickness,
2, 0, 0.05, 0.0035,
pigment { P_IW_10 color_map {CM_IW} scale 5} , Fin_W_02 , No_Normal, 2
)
rotate x*-90
translate -x*(box_nx*box_x+(box_nx+1)*plank_thickness)/2
translate z*(box_z+plank_thickness) // <= Updated here
}
Attached is the small snippet showing the candle from a 500x500 render with
only the candle traced. Required about 5 minutes on my 2.4Ghz XP+ and
shouldn't affect the rendering times of the others boxes as the lightsource
of the candle is pretty much contained in the box.
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Ooopps, didn't notice. I will try to fix the code.
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > Perhaps I'll have another go with the ESR-Macro just to have some
results to
> > compare. During the process of creating the Subsurface-Scattering I've
> > noticed that the back of the balls intersect with the wooden board...
Care
> > to fix that?
> >
>
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Attachments:
Download 'sss_candle2.jpg' (7 KB)
Preview of image 'sss_candle2.jpg'

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Tim Nikias v2.0 wrote:
>And, if the viewing angle permits, perhaps one of the lowest cubes should
>get a nice checker texture as floor with a simple, reflective sphere? That
>just shouts to be in there for a POV-Ray Poster...
Perhaps another of the boxes should include a Cornell's box as well! This
may be taking this too far, but what if each box had it's own simple
scene/theme rather than just a sphere. Each box would still showcase a
specific
technique or feature, as previously suggested.
Post a reply to this message
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From: Tim Nikias v2 0
Subject: Re: Balls collection (61k) - Contributions needed
Date: 17 Oct 2003 05:17:21
Message: <3f8fb3a1@news.povray.org>
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Great Idea. This night I thought, maybe make enough cubes, make a few
statements which scenes are a MUST, and then have still enough room for
Users to volunteer to make one room. E.g. one room for Gilles, I'd like to
have one on a poster, etc. Votes if the room is acceptable should be made to
avoid scenes which don't fit to the overall Poster (atlhough some
Beginner-Images should be in there as well, for example). No limitations on
rendering times, but since everyone has to post his section at some point, I
think everyone will avoid too long rendering times anyways. Any takers?
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
"fitchn" <nomail@nomail> schrieb im Newsbeitrag
news:web.3f8f3b8d92b544a7e36ee7270@news.povray.org...
> Tim Nikias v2.0 wrote:
> >And, if the viewing angle permits, perhaps one of the lowest cubes should
> >get a nice checker texture as floor with a simple, reflective sphere?
That
> >just shouts to be in there for a POV-Ray Poster...
>
> Perhaps another of the boxes should include a Cornell's box as well! This
> may be taking this too far, but what if each box had it's own simple
> scene/theme rather than just a sphere. Each box would still showcase a
> specific
> technique or feature, as previously suggested.
>
>
>
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From: Hughes, B
Subject: Re: Balls collection (61k) - Contributions needed
Date: 17 Oct 2003 05:23:14
Message: <3f8fb502@news.povray.org>
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"fitchn" <nomail@nomail> wrote in message
news:web.3f8f3b8d92b544a7e36ee7270@news.povray.org...
> Tim Nikias v2.0 wrote:
> >And, if the viewing angle permits, perhaps one of the lowest cubes should
> >get a nice checker texture as floor with a simple, reflective sphere?
That
> >just shouts to be in there for a POV-Ray Poster...
>
> Perhaps another of the boxes should include a Cornell's box as well! This
> may be taking this too far, but what if each box had it's own simple
> scene/theme rather than just a sphere. Each box would still showcase a
> specific
> technique or feature, as previously suggested.
And why stop at a still image? Animate! :-) Could then be hundreds of
office cubicles viewed from above and little POV-Ray Tracer work stations
where the creations are being made. Okay, maybe that's a bit too carried
away. If you have time take a look at
http://www.techtv.com/freshgear/pipeline/story/0,23008,3359171,00.html about
office cubicles, the video there is both interesting and weird.
BTW, the "collection" is already looking very good.
--
Bob H.
http://www.3digitaleyes.com
Post a reply to this message
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Thanks, I updated the code and will repost into p.b.s-f with the new
candle code. I made the golf ball and tried to use your ESR macro to
generate 492 evenly ditributed points but it's taking quite a very long
time so I had to use an external C program I found. The problem is now
that a sphere with 492 differenced objects seems to be very long to
render (I think it is explained on "Mike's Little Web Page"), and it's
even worse than that because I planned to use 13 of them... (see
attached image).
Nico
Tim Nikias v2.0 wrote:
> I've looked into your code to properly test the candle in the actual
> environment, and this is what I've found: you forgotten to move the plank by
> z*plank_thickness in the end. The thickness points towards the camera and
> thus extends from z=2.5 towards z=2.1, so I've just added plank_thickness in
> the last translation. Below is the code, you can easily spot the difference
> from your to my version:
>
>
> // Rear plank
> object {
> IW_Plank_RoundW (
> 17,
> (box_nx*box_x+(box_nx+1)*plank_thickness), plank_thickness,
> box_ny*box_y+(box_ny+1)*plank_thickness,
> 2, 0, 0.05, 0.0035,
> pigment { P_IW_10 color_map {CM_IW} scale 5} , Fin_W_02 , No_Normal, 2
> )
> rotate x*-90
> translate -x*(box_nx*box_x+(box_nx+1)*plank_thickness)/2
> translate z*(box_z+plank_thickness) // <= Updated here
> }
>
> Attached is the small snippet showing the candle from a 500x500 render with
> only the candle traced. Required about 5 minutes on my 2.4Ghz XP+ and
> shouldn't affect the rendering times of the others boxes as the lightsource
> of the candle is pretty much contained in the box.
>
> Regards,
> Tim
>
>
Post a reply to this message
Attachments:
Download 'detail.jpg' (12 KB)
Preview of image 'detail.jpg'

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Tom Galvin wrote:
> Nico <rou### [at] loria fr> wrote in news:3f8d6461@news.povray.org:
>
>
>>Anyone interested ?
>>Comments ? Ideas ?
>>
>>
>>Nicolas
>>
>
>
> I love it. Once I saw this, I had a vision of a much lager cupboard (9x9
> cubbies?) with the center ones holding
>
> P O V - R A Y
>
> And printed out as a Poster
>
That would be definitely very nice, even more if there are enough
contribution to be able to fill it.
Nico
Post a reply to this message
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Christoph Hormann wrote:
> Nico wrote:
>
>>
>> Hi All,
>>
>> Since I'm always searching povray newsgroup to look for specific
>> methods of doing things, I decided to try to gather them all in a
>> single picture both to have a quick idea on what it looks like and
>> also to have a quick access on source. The image currently shows (in
>> order):
>>
>> - Blurred reflection (from Povray Questions and Tips)
>> - Spheric mapping of object (I did this one)
>> - Ice (or water ?) from a recent post by IkA
>> - Furtex by Rune S. Johansen
>>
>> Of course, this image is still a WIP and it misses a bunch of other
>> great methods/tips that have been posted like subsurface scattering,
>> fire, water, furballs, media clouds, etc.
>>
>> At this point, I would need your help to complete the image by adding
>> some more balls showing special effects/textures/methods...
>>
>> Anyone interested ?
>> Comments ? Ideas ?
>
>
> Looks like a good start. Maybe you should add something like:
>
> http://www.tu-bs.de/%7Ey0013390/pov/planets.html
>
Yes, earth with moon in orbit would be great but having read the webpage
describing the method, I'm not sure I know how to do that (or did I miss
the link ?). Could you post an example ?
Nico
Post a reply to this message
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Care to send me that C-Programm via email?
Aside of the rendering times, I'd say go for one sphere. After all, it looks
like your image is rather designated to single spheres in little boxes...
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> Thanks, I updated the code and will repost into p.b.s-f with the new
> candle code. I made the golf ball and tried to use your ESR macro to
> generate 492 evenly ditributed points but it's taking quite a very long
> time so I had to use an external C program I found. The problem is now
> that a sphere with 492 differenced objects seems to be very long to
> render (I think it is explained on "Mike's Little Web Page"), and it's
> even worse than that because I planned to use 13 of them... (see
> attached image).
>
> Nico
>
> Tim Nikias v2.0 wrote:
> > I've looked into your code to properly test the candle in the actual
> > environment, and this is what I've found: you forgotten to move the
plank by
> > z*plank_thickness in the end. The thickness points towards the camera
and
> > thus extends from z=2.5 towards z=2.1, so I've just added
plank_thickness in
> > the last translation. Below is the code, you can easily spot the
difference
> > from your to my version:
> >
> >
> > // Rear plank
> > object {
> > IW_Plank_RoundW (
> > 17,
> > (box_nx*box_x+(box_nx+1)*plank_thickness), plank_thickness,
> > box_ny*box_y+(box_ny+1)*plank_thickness,
> > 2, 0, 0.05, 0.0035,
> > pigment { P_IW_10 color_map {CM_IW} scale 5} , Fin_W_02 , No_Normal,
2
> > )
> > rotate x*-90
> > translate -x*(box_nx*box_x+(box_nx+1)*plank_thickness)/2
> > translate z*(box_z+plank_thickness) // <= Updated here
> > }
> >
> > Attached is the small snippet showing the candle from a 500x500 render
with
> > only the candle traced. Required about 5 minutes on my 2.4Ghz XP+ and
> > shouldn't affect the rendering times of the others boxes as the
lightsource
> > of the candle is pretty much contained in the box.
> >
> > Regards,
> > Tim
> >
> >
>
----------------------------------------------------------------------------
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Another thing: the updated version you submitted has the red spheres
switched on, everything else commented out, and the red spheres are in the
top-left corner.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
> Care to send me that C-Programm via email?
>
> Aside of the rendering times, I'd say go for one sphere. After all, it
looks
> like your image is rather designated to single spheres in little boxes...
>
> --
> Tim Nikias v2.0
> Homepage: http://www.digitaltwilight.de/no_lights
> Email: tim.nikias (@) gmx.de
>
>
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And yet another thing: This is how I'd do the water-sphere:
sphere {0,1
ball_at (2,3)
texture {
pigment {rgbt <1.0,1.0,1.0,0.98>}
finish{
diffuse 0
ambient 0
specular 1
roughness 0.0001
reflection {0,1 fresnel}
conserve_energy
}
normal { agate 0.3 scale 1.3 }
}
interior {ior 1.33}
}
No need for the "glass.inc" at all, proper Ior for the water, as well as
reflection. Specular and Phong are two models for the same thing:
Highlights, so I'd go with just one of them. Since the rgb-color is <1,1,1>
I'd go for high transmit instead of filter.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
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I tend to forget things...
How about photons? You'd have to render it in two passes probably, so that
the blurred reflection won't take too long for the photons. I'd say:
#declare Photon_Pass=true;
#if (Photon_Pass)
photons{... save_file}
#else
photons{...load_file}
#end
And some switched inside the blurred reflection and possibly other objects
to create the correct lighting.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
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I fixed the waterball, the main file and keep the several golf balls
just to see what it looks like. Result by Tuesday maybe (will be busy
until then).
I was thinking about photons but didn't dare to try (rendering time).
I think we have also to find a way to collaborate on the rendering.
Since each ball (or future small scene) is contained within a box the
image can certainly be rendered by several different people, hoping
there won't be much (light) interaction between subparts.
What do you think ?
Nico
Tim Nikias v2.0 wrote:
> I tend to forget things...
>
> How about photons? You'd have to render it in two passes probably, so that
> the blurred reflection won't take too long for the photons. I'd say:
>
> #declare Photon_Pass=true;
>
> #if (Photon_Pass)
> photons{... save_file}
> #else
> photons{...load_file}
> #end
>
> And some switched inside the blurred reflection and possibly other objects
> to create the correct lighting.
>
Post a reply to this message
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You're using radiosity. Unless someone prerenders the scene and saves the
radiosity data, which the others can load, there is light interaction
between subparts. For a final render I'd suggest the two-pass radiosity
method the newsgroups cooked up at some point anyway, so divided rendering
should be possible then. You can find more information on that two-pass
method on my website, within my Past-Projects-Section, entitled "Indoor
Radiosity Experiments". I've made use of that technique for my Gerberas
Image as well, so you'll find information on that in there as well.
I've also noticed that your radiosity settings are somewhat queer, e.g.
nearest_count set to 1. Why is that? I raised nearest_count to 8, cause
otherwise it gave me ugly artifact with photons. Once the image is ready,
I'll post it.
Care to post the Golf-Ball? Maybe I could have do some experiments with it.
Regards,
Tim
PS: You might have noticed that I'm pretty enthused with this image... :-)
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
>
> I fixed the waterball, the main file and keep the several golf balls
> just to see what it looks like. Result by Tuesday maybe (will be busy
> until then).
>
> I was thinking about photons but didn't dare to try (rendering time).
>
> I think we have also to find a way to collaborate on the rendering.
> Since each ball (or future small scene) is contained within a box the
> image can certainly be rendered by several different people, hoping
> there won't be much (light) interaction between subparts.
> What do you think ?
>
>
> Nico
>
>
>
> Tim Nikias v2.0 wrote:
> > I tend to forget things...
> >
> > How about photons? You'd have to render it in two passes probably, so
that
> > the blurred reflection won't take too long for the photons. I'd say:
> >
> > #declare Photon_Pass=true;
> >
> > #if (Photon_Pass)
> > photons{... save_file}
> > #else
> > photons{...load_file}
> > #end
> >
> > And some switched inside the blurred reflection and possibly other
objects
> > to create the correct lighting.
> >
>
---
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The golf ball is posted in the new corrected version 2.
You're absolutely right about the two pass rendering, especially when
there is transparency and reflection (they can be shut down during the
first pass, right ?).
Concerning divided rendering, I don't see what could be interaction
between boxes since objects are fully within a box. If I tell povray to
render only top-left box (by specifying what image part to render), will
that be wrong in term of radiosity interaction ?
Concerning radiosity settings, they're more or less "random" since I do
not really understand them and get them from some file I have, so I'm
open to any sugestions (and already raised the nearest_count).
> PS: You might have noticed that I'm pretty enthused with this
image... :-)
I sort of noticed :)
Thanks for all your help and advices.
Nico
Tim Nikias v2.0 wrote:
> You're using radiosity. Unless someone prerenders the scene and saves the
> radiosity data, which the others can load, there is light interaction
> between subparts. For a final render I'd suggest the two-pass radiosity
> method the newsgroups cooked up at some point anyway, so divided rendering
> should be possible then. You can find more information on that two-pass
> method on my website, within my Past-Projects-Section, entitled "Indoor
> Radiosity Experiments". I've made use of that technique for my Gerberas
> Image as well, so you'll find information on that in there as well.
>
> I've also noticed that your radiosity settings are somewhat queer, e.g.
> nearest_count set to 1. Why is that? I raised nearest_count to 8, cause
> otherwise it gave me ugly artifact with photons. Once the image is ready,
> I'll post it.
>
> Care to post the Golf-Ball? Maybe I could have do some experiments with it.
>
> Regards,
> Tim
>
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Nico wrote:
>
> Yes, earth with moon in orbit would be great but having read the webpage
> describing the method, I'm not sure I know how to do that (or did I miss
> the link ?). Could you post an example ?
You don't really need the techniques described on my site since a fairly
low resoluton should be sufficient. Just an isosurface with image
mapped texture. I will see if i can put together a simple version.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 2 Sep. 2003 _____./\/^>_*_<^\/\.______
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in news:3f8d6461@news.povray.org Nico wrote:
> ... some more balls ...
here's blobbed isosurface one that's been sitting on my disk for almost a
year now and I have no idea what to do with it. So if you can use it, ill
post the code.
Ingo
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Attachments:
Download 'cage.jpg' (21 KB)
Preview of image 'cage.jpg'

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