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I've been playing with the attached image for a number of days, just trying
to create a nice wallpaper. I've been keeping the model the same but
changing the textures, lighting and media settings. I spent ages trying to
get a nice effect from emmitting spherical media in the spheres but gave it
up as a bad lot.
Anyway heres the best of a bad lot so far... Its called "Not Hollow" 'cos
the spheres are not hollow...
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![Not hollow Abstract4.jpg](/povray.binaries.images/attachment/%3C42c95c17%40news.povray.org%3E/Not%20hollow%20%20Abstract4.jpg?ttop=441697&toff=5150&preview=1)
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"Josh" <s### [at] a com> schreef in bericht news:42c95c17@news.povray.org...
>
> Anyway heres the best of a bad lot so far... Its called "Not Hollow" 'cos
> the spheres are not hollow...
>
>
Really nice, indeed!
Now, this reminds me of one thing I have been thinking about (but never had
the time to experiment with): how to make small concentric ripples about
such objects? One object is easy, but several (randomly) placed ones? I
suppose it should be possible... but how? Any suggestion somebody?
Thomas
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Thomas de Groot wrote:
> Now, this reminds me of one thing I have been thinking about (but never had
> the time to experiment with): how to make small concentric ripples about
> such objects? One object is easy, but several (randomly) placed ones? I
> suppose it should be possible... but how? Any suggestion somebody?
You could use a number of averaged onion or ripples normals, each
translated to match the position of one of the objects.
/ martin
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Thomas de Groot wrote:
> "Josh" <s### [at] a com> schreef in bericht news:42c95c17@news.povray.org...
>
>>Anyway heres the best of a bad lot so far... Its called "Not Hollow" 'cos
>>the spheres are not hollow...
>>
>>
>
> Really nice, indeed!
>
> Now, this reminds me of one thing I have been thinking about (but never had
> the time to experiment with): how to make small concentric ripples about
> such objects? One object is easy, but several (randomly) placed ones? I
> suppose it should be possible... but how? Any suggestion somebody?
>
> Thomas
>
>
maybe reuse the wood pattern or similar several times? I'm sure some
function involving sine, cos, and theta would also do it.
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Josh wrote:
> Anyway heres the best of a bad lot so far... Its called "Not Hollow" 'cos
> the spheres are not hollow...
Yet it looks clear that they're full of water at the same level as the
surrounding sea? The shadows inside the sphere make them look hollow.
--
Darren New / San Diego, CA, USA (PST)
The samba was clearly inspired
by the margarita.
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Jim Charter wrote:
> maybe reuse the wood pattern or similar several times?
a quick try in p.b.scene-files
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![waves.jpg](/povray.binaries.images/attachment/%3C42caba67%40news.povray.org%3E/waves.jpg?ttop=441697&toff=5150&preview=1)
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:42caba67@news.povray.org...
> Jim Charter wrote:
>
> > maybe reuse the wood pattern or similar several times?
>
> a quick try in p.b.scene-files
>
Very effective Jim! It immediately gives dynamism to the scene.
Thomas
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Nice abstracty :)
Jim Charter <jrc### [at] msn com> wrote:
> Jim Charter wrote:
>
> > maybe reuse the wood pattern or similar several times?
>
> a quick try in p.b.scene-files
Hmm.. is that some sort of averaged bump map (can they be averaged?)?
And how about making some sort of height-field with co-centric spotlights
(with positive and negative colour values)?
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aaglo wrote:
> Nice abstracty :)
>
> Jim Charter <jrc### [at] msn com> wrote:
>
>>Jim Charter wrote:
>>
>>
>>>maybe reuse the wood pattern or similar several times?
>>
>>a quick try in p.b.scene-files
>
>
> Hmm.. is that some sort of averaged bump map (can they be averaged?)?
I did post the code. But, it is averaged, it is not a "map" in the
sense of using some sort of raster image. It is a "map" in the sense
that the pattern is defined in a pigment statement so that the
pigment_map can be used to shape the profile of the ripple. It is then
inserted into the normal statement via the pigment_pattern wrapper. The
averaging of several instances is applied in the normal statement.
>
> And how about making some sort of height-field with co-centric spotlights
> (with positive and negative colour values)?
>
Sounds like a possibility. The biggest challenge is shaping the ripple.
The code I posted is only partially successful in that regard.
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