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From: Tek
Subject: SCC4 wips
Date: 4 Oct 2006 22:39:06
Message: <4524704a@news.povray.org>
Hi folks,

I've been off the groups for a few months on account of my PC being on a 
boat crossing the atlantic (moved back home to England). But anyway, here's 
some stuff I've been working on this week for Paul Bourke's next short code 
contest (as mentioned on pov.general and his website: 
http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )

The dawn scene is basically finished, and it's entire source code is:

#local 
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}contained_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emission<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite

poly_wave 4}scale-7*y+9hollow}


The grassy scene's currently a bit too long, and has a boring sky:

light_source{99,.8-z/2}background{<.7,.8,.9>}#macro 
R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local 
p=mod(i,128)*(z-x)+(z+x)*i/128;#local 
p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb 
y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end

Any suggestions on how I can make those a few bytes shorter?
-- 
Tek
http://evilsuperbrain.com


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Attachments:
Download 'dawn.jpg' (27 KB) Download 'grassy.jpg' (159 KB)

Preview of image 'dawn.jpg'
dawn.jpg

Preview of image 'grassy.jpg'
grassy.jpg


 

From: Penelope20k
Subject: Re: SCC4 wips
Date: 5 Oct 2006 05:14:02
Message: <4524ccda@news.povray.org>
p+p*R*5/9-3*x
instead of p+R(p/9)*5-3*x


news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
here's
> some stuff I've been working on this week for Paul Bourke's next short
code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
> -- 
> Tek
> http://evilsuperbrain.com
>
>
>


Post a reply to this message

From: Penelope20k
Subject: Re: SCC4 wips
Date: 5 Oct 2006 05:18:40
Message: <4524cdf0$1@news.povray.org>
and if you look at that
;#local p=p+R(p/70)*20;

well
maybe
#local p=p+p*R*2/7;





news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
here's
> some stuff I've been working on this week for Paul Bourke's next short
code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
> -- 
> Tek
> http://evilsuperbrain.com
>
>
>


Post a reply to this message

From: Penelope20k
Subject: Re: SCC4 wips
Date: 5 Oct 2006 06:29:16
Message: <4524de7c$1@news.povray.org>
soory for the mistake havent not seen that R() was a macro ...



news:4524ccda@news.povray.org...
> p+p*R*5/9-3*x
> instead of p+R(p/9)*5-3*x
>

> news:4524704a@news.povray.org...
> > Hi folks,
> >
> > I've been off the groups for a few months on account of my PC being on a
> > boat crossing the atlantic (moved back home to England). But anyway,
> here's
> > some stuff I've been working on this week for Paul Bourke's next short
> code
> > contest (as mentioned on pov.general and his website:
> > http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
> >
> > The dawn scene is basically finished, and it's entire source code is:
> >
> > #local
> >
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
>
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
> n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> > poly_wave 4}scale-7*y+9hollow}
> >
> >
> > The grassy scene's currently a bit too long, and has a boring sky:
> >
> > light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> > R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> > p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> > p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> > y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
> >
> > Any suggestions on how I can make those a few bytes shorter?
> > -- 
> > Tek
> > http://evilsuperbrain.com
> >
> >
> >
>
>


Post a reply to this message

From: Ross
Subject: Re: SCC4 wips
Date: 5 Oct 2006 11:08:54
Message: <45252006@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway,
here's
> some stuff I've been working on this week for Paul Bourke's next short
code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}containe
d_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emissio
n<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>

mountain scene... wowow. i think you may have just raised the bar on
expectations.


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From: Tek
Subject: Re: SCC4 wips
Date: 5 Oct 2006 13:31:26
Message: <4525416e@news.povray.org>
A couple of improved versions of the grass, both within the 256-byte limit. 
Not sure which version I'm going to submit. Opinions?

-- 
Tek
http://evilsuperbrain.com


"Tek" <tek### [at] evilsuperbraincom> wrote in message 
news:4524704a@news.povray.org...
> Hi folks,
>
> I've been off the groups for a few months on account of my PC being on a
> boat crossing the atlantic (moved back home to England). But anyway, 
> here's
> some stuff I've been working on this week for Paul Bourke's next short 
> code
> contest (as mentioned on pov.general and his website:
> http://local.wasp.uwa.edu.au/~pbourke/rendering/scc4/ )
>
> The dawn scene is basically finished, and it's entire source code is:
>
> #local
>
p=function{pattern{granite}}isosurface{function{y-.3+p(x/10,9,z/10)}contained_by{box{-9,9}}}light_source{<3,.5,8>,1}media{scattering{2,<3,2,1>/9}emission<.3,.4,1>density{function{.1/(y+1)}}}sphere{0,1pigment{granite
> poly_wave 4}scale-7*y+9hollow}
>
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?
> -- 
> Tek
> http://evilsuperbrain.com
>
>
>


Post a reply to this message


Attachments:
Download 'cornfield storm.jpg' (157 KB) Download 'dunes.jpg' (140 KB)

Preview of image 'cornfield storm.jpg'
cornfield storm.jpg

Preview of image 'dunes.jpg'
dunes.jpg


 

From: Marc
Subject: Re: SCC4 wips
Date: 5 Oct 2006 13:50:30
Message: <452545e6@news.povray.org>

4525416e@news.povray.org...
> A couple of improved versions of the grass, both within the 256-byte
limit.
> Not sure which version I'm going to submit. Opinions?
>
I prefer the 1st one with the cloudy sky, the colors are better.
256 bytes code ! that's mindboggling :-|
Your mountain version is great too

Marc


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From: Orchid XP v3
Subject: Re: SCC4 wips
Date: 5 Oct 2006 15:05:24
Message: <45255774$1@news.povray.org>
>> Not sure which version I'm going to submit. Opinions?
>>
> I prefer the 1st one with the cloudy sky, the colors are better.

Seconded.

> 256 bytes code ! that's mindboggling :-|

Seconded! ._.


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From: Cousin Ricky
Subject: Re: SCC4 wips
Date: 5 Oct 2006 17:25:00
Message: <web.45257763c31243f443a5e2560@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
>
> The grassy scene's currently a bit too long, and has a boring sky:
>
> light_source{99,.8-z/2}background{<.7,.8,.9>}#macro
> R(V)vturbulence(2,.5,6,V)#end#local i=0;#while(i<16384)#local
> p=mod(i,128)*(z-x)+(z+x)*i/128;#local
> p=p+R(p/70)*20;cone{p-5*y,.2,p+R(p/9)*5-3*x/*+2*z*/,0pigment{rgb
> y*2+z}}sphere{p-y*9,4pigment{rgb.9+z}}#local i=i+1;#end
>
> Any suggestions on how I can make those a few bytes shorter?

These are both for the original grass scene.

Remove the "+z" from the grass pigment.  The resulting color is a little
strong, but i think the hue is closer to most grasses.

Replace the background <.7,.8,.9> with <6,7,8>/9 to save one byte.  The
color is *slightly* darker, but the difference is barely noticeable.


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From: Tek
Subject: Re: SCC4 wips
Date: 5 Oct 2006 18:45:48
Message: <45258b1c@news.povray.org>
"Cousin Ricky" <ric### [at] yahoocom> wrote in message 
news:web.45257763c31243f443a5e2560@news.povray.org...
>
> These are both for the original grass scene.
>
> Remove the "+z" from the grass pigment.  The resulting color is a little
> strong, but i think the hue is closer to most grasses.
>
> Replace the background <.7,.8,.9> with <6,7,8>/9 to save one byte.  The
> color is *slightly* darker, but the difference is barely noticeable.
>

Wow that's *exactly* what I changed before developing my newer versions of 
the grassy scene! You must be psychic!

The +z was an attempt to get a difference in hue between the lit and shadow 
areas, but to be honest it doesn't really look bad without it and it saved 
valuable characters.

-- 
Tek
http://evilsuperbrain.com


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