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13 Oct 2026 12:02:15 EDT (-0400)
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From: St 
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:26:28
Message: <45843a54@news.povray.org>
I just thought I'd let you know Jim, in case you'd missed it or something.

 Hopefully, you didn't dribble over your keyboard...  (been there, got the 
T).   ;o)

   Later mate,

    ~Steve~


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From: St 
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:31:22
Message: <45843b7a@news.povray.org>
"Gail Shaw" <initialsurname@sentech sa dot com> wrote in message 
news:45843626@news.povray.org...

> First off, something I ran up while in a sci-fi mood. Needs two more 
> figures
> added and some more work on the figures in the tanks.]

   I'm liking this Gail! I think the postures of the guys in the tanks are 
fine, but go ahead and add more details.  :o)

   ~Steve~


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From: Gail Shaw
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:42:15
Message: <45843e07@news.povray.org>
"scott" <ask### [at] mecom> wrote in message news:45830b48@news.povray.org...
> Over in off-topic, Mike was complaining of a lull in the community here,
so
> Ross suggested posting whatever you are doing now, whatever the state of
it
> is.
>

And lastly, my first attempt at an underwater scene.

Needs more fish.


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From: Gail Shaw
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:44:30
Message: <45843e8e@news.povray.org>
"St." <dot### [at] dotcom> wrote in message news:45843b7a@news.povray.org...

>    I'm liking this Gail!

Thanks

> I think the postures of the guys in the tanks are
> fine, but go ahead and add more details.  :o)

The postures I'm happy with, the clothes and such I'm not completely. That
will involve work in paintshop pro and Rhino


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From: Florian Brucker
Subject: Re: Rendering lull
Date: 16 Dec 2006 15:00:34
Message: <45845062$1@news.povray.org>
Uhh, I really like this one! And I really have to say that if I compare
some of your latest images to the earlier ones one can clearly see a lot
of progress in technique and artistic style. Although you always ranked
high in the former one and I'm definitely the wrong person to judge the
latter ;)

Keep this up, it looks like something I'd like to have on my wall as a
poster.


Regards,
Florian


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From: Rune
Subject: Re: Rendering lull
Date: 16 Dec 2006 15:30:29
Message: <45845765@news.povray.org>
Florian Brucker wrote:
> Uhh, I really like this one! And I really have to say that if I
> compare some of your latest images to the earlier ones one can
> clearly see a lot of progress in technique and artistic style.

Thank you! :)

I'm curious which latest images you refer to. I haven't done a lot of 3D 
images since 2001.

> Although you always ranked high in the former one and I'm definitely
> the wrong person to judge the latter ;)

My earlier images were not very focused on the artistic dimension. They were 
merely technical and visual experiments and occasionally "eye candy" but 
without much artistic thought involved. I feel this has changed, and while I 
still feel very humble towards the great POV-Ray artists, at least I think 
some of the stuff I do now can be considered art in the first place. :)

> Keep this up, it looks like something I'd like to have on my wall as a 
> poster.

Wow, thanks for the compliment! Actually, the final product is supposed to 
be several framed posters as visualized in the attached image, the idea 
being that the physical form and arrangement of the individual images in 
relation to each other is an integral element of the whole expression (thus 
the "broken canvas").

Rune
-- 
http://runevision.com


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From: St 
Subject: Re: Rendering lull
Date: 16 Dec 2006 15:41:24
Message: <458459f4$1@news.povray.org>
I bought one of those lamps, (ok, VERY similar, but on mine, if you 
placed something like a necklace (or any metal) *across the bars*, it would 
short the lamp out).

      Just saying to be careful Rune, that's all.

      Excellent image.

      ~Steve~


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From: Florian Brucker
Subject: Re: Rendering lull
Date: 16 Dec 2006 16:09:28
Message: <45846088$1@news.povray.org>
> I'm curious which latest images you refer to. I haven't done a lot of 3D 
> images since 2001.

The one image which just keeps popping into my head when I read your
name is "A Glimpse of A Bigger World" (for the others:
http://runevision.com/show.asp?id=67). It may not be a 3D image, but
it's CG after all :)


Regards,
Florian


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From: Jaap
Subject: Re: Rendering lull
Date: 16 Dec 2006 16:10:00
Message: <web.45845fde8f139dc5a8399d8d0@news.povray.org>
well, I guess a sneak-preview won't hurt.

It's a walk through of our new house, modeled in Rhino3D, textures rendered
in povray (currently playing with radiosity), walk through using the
Blender game engine.

It's a stand alone windows EXE (sorry, no Linux version _yet_), and the
texture jpg's _must_ be located in C:woning or else it won't work.

http://jwstolk.xs4all.nl/i/woning5.zip  (3.5 mb)

Just unzip the file in C: and rename the directory from C:woning5 to
C:woning
Left mouse button to rotate, cursor keys to walk, space-bar = fly-mode.

Jaap.


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From: Jaap
Subject: Re: Rendering lull
Date: 16 Dec 2006 16:15:00
Message: <web.458461958f139dc5a8399d8d0@news.povray.org>
now without messing up the back-slashes: (use two \\ to get one \ in this
newsgroup)

Just unzip the file in C\: and rename the directory from C:\woning5\ to
C:\woning\


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From: Vincent Le Chevalier
Subject: Re: Rendering lull
Date: 16 Dec 2006 16:31:23
Message: <458465ab@news.povray.org>
A try for a glass material I was working on lately. Still needs some
tweaking as it takes a long long time to render (not to mention that the
shapes are not realistic either)...


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From: Stephen
Subject: Re: Rendering lull
Date: 16 Dec 2006 16:47:01
Message: <1gp8o21as6515psv5p7q7877utq05mtgig@4ax.com>
On Sat, 16 Dec 2006 20:41:12 -0000, "St." <dot### [at] dotcom> wrote:

>    I bought one of those lamps, (ok, VERY similar, but on mine, if you 
>placed something like a necklace (or any metal) *across the bars*, it would 
>short the lamp out).
>
>      Just saying to be careful Rune, that's all.
>
>      Excellent image.
>

I've got a bedside lamp like the one you bought. Yes the arms are live (12 v
IIRC) and I believe that it has an internal fuse that is not replaceable. When I
replaced the bulb, I put the front glass back the wrong way round. Every time it
was switched off it clicked so loud as it cooled down it that would wake me up.
Having said that Rune's lamp looks like an ordinary angle poise, mains voltage.

Rune, great idea for posters. How will you get them printed?

Regards
	Stephen


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From: Rune
Subject: Re: Rendering lull
Date: 16 Dec 2006 16:53:19
Message: <45846acf$1@news.povray.org>
Florian Brucker wrote:
>> I'm curious which latest images you refer to. I haven't done a lot
>> of 3D images since 2001.
>
> The one image which just keeps popping into my head when I read your
> name is "A Glimpse of A Bigger World" (for the others:
> http://runevision.com/show.asp?id=67 ). It may not be a 3D image, but
> it's CG after all :)

I'm very happy to be associated with that image in particular. It's the most 
personal image I have yet created and I'm really happy that it has left an 
impression. :)

Rune
-- 
http://runevision.com


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From: Rune
Subject: Re: Rendering lull
Date: 16 Dec 2006 17:17:23
Message: <45847073$1@news.povray.org>
Stephen wrote:
> I've got a bedside lamp like the one you bought. Yes the arms are
> live (12 v IIRC) and I believe that it has an internal fuse that is
> not replaceable. When I replaced the bulb, I put the front glass back
> the wrong way round. Every time it was switched off it clicked so
> loud as it cooled down it that would wake me up. Having said that
> Rune's lamp looks like an ordinary angle poise, mains voltage.

I don't *think* the arms are live, but I'll keep in mind to be careful.

> Rune, great idea for posters. How will you get them printed?

I don't know yet. I have mostly considered local print shops since shipping 
from USA (from eg. Zazzle) to Denmark is somewhat costly, but I'll have to 
find out more about the pricing of various options.

Rune
-- 
http://runevision.com


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 16 Dec 2006 17:43:38
Message: <4584769a$1@news.povray.org>
Jaime Vives Piqueres wrote:
> Some fish modeling with Wings... much more difficult than it looked at
> first glance!
> 

Looks like it's smiling :).

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: scott
Subject: Re: It's a tree (~100KB)
Date: 16 Dec 2006 17:48:47
Message: <458477cf$1@news.povray.org>
> Here's mine. Bet you can't tell what it is. (Mainly due to the poor
> quality of the rendering.)
>
> Obviously, I am nowhere near 1337 enough to make this up all by myself.
> It's actually done with POV-Tree and Tom Tree. It *still* doesn't look
> right. (A damn site better than my own algorithm, but it still looks
> wrong. In particular, the needles differ vastly in size.)

The tree looks good, especially the bark texture.  Some colored reflective 
spheres on the tree wouldn't go amiss :-)


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From: scott
Subject: Re: Rendering lull
Date: 16 Dec 2006 17:50:09
Message: <45847821$1@news.povray.org>
> Some fish modeling with Wings... much more difficult than it looked at
> first glance!

Wow that's great, how long did it take to render (ie any chance of an 
animation)?


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 16 Dec 2006 17:58:26
Message: <45847a12@news.povray.org>
scott wrote:
> Over in off-topic, Mike was complaining of a lull in the community here,
> so Ross suggested posting whatever you are doing now, whatever the state
> of it is.

Yes, it's true. I actually don't have any ongoing POV-project I've
touched lately. Today I was repairing my car, yesterday and the day
before that I was sick. But on Wednesday I was doing at least
_something_ I do stand a chance to show - lately I've been enhancing my
entertainment battery. I mean, sorting it out, connecting devices,
making cables (I ran out of solder, argh) etc. So that I can enjoy lots
of stuff again. Excuse me for posting a crappy digiphoto (I might POV
this someday, but not yet;), but it's only in the name of the thread.

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 16 Dec 2006 18:22:11
Message: <45847fa3$1@news.povray.org>
Rune wrote:
> 
> I don't *think* the arms are live, but I'll keep in mind to be careful.

If they are, you can modify the lamp to have a nice ladder-effect with
some extra-voltage. Just make sure to filter it out of A) electric
network and B) from the bulb.

;)

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: nemesis
Subject: Re: Rendering lull
Date: 16 Dec 2006 19:00:01
Message: <web.458488188f139dc5334848ad0@news.povray.org>
right now, i'm quite out of time.  But this was one of my last attempts with
povray.  The interesting part is that it uses a three-layered texture for
the pen.


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From: St 
Subject: Re: Rendering lull
Date: 16 Dec 2006 20:52:41
Message: <4584a2e9@news.povray.org>
Ok, here's what I'm working on for CGSphere - 'SlugFest'. :o)

 I'm certainly not happy with the leaves and regard them as placeholders for 
the moment.

 My soundbite for the image would be: "Slippery Slimy Slugs Slithering 
Slightly/or/Slowly _ _ _ _ _ _"

  I'm lost for the last word or words - any idea's?

  ~Steve~


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From: Mark Birch
Subject: Re: Rendering lull
Date: 16 Dec 2006 22:10:01
Message: <web.4584b4348f139dc52b4e7d110@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "scott" <ask### [at] mecom> wrote:
> > Over in off-topic, Mike was complaining of a lull in the community here, so
> > Ross suggested posting whatever you are doing now, whatever the state of it
> > is.
> >
> > So, here are the two things I've been working on recently.  First is a basic
> > attempt to model my office, second is an attempt to model a bike wheel.
>
> Been working on some CGSphere entries.  Preview of #3 (a revision to my #2,
> A Clockwork Orange).  I have been having difficulties with the default
> background grid disappearing without stupidly high AA settings.  Any
> suggestions? (Can't change the grid)
>
> -tgq

I didn't know about that CGSphere thing, thanks for bringing it to my
attention!

For your orange:
try making the hole in the centre a little more ragged around the edges
(maybe by differencing out an isosurface cylinder) and show a few
millimeters of white pithy rind in the cut, to give it more depth...


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 16 Dec 2006 23:55:00
Message: <web.4584cd148f139dc5394bbbf50@news.povray.org>
"Mark Birch" <las### [at] hotmailcom> wrote:
> I didn't know about that CGSphere thing, thanks for bringing it to my
> attention!
>
> For your orange:
> try making the hole in the centre a little more ragged around the edges
> (maybe by differencing out an isosurface cylinder) and show a few
> millimeters of white pithy rind in the cut, to give it more depth...

Thanks, I may try that.  There should be some of the white pithy rind as I
did texture it that way, just not visible I guess.

BTW, I have my next one posted
http://www.cgsphere.com/gallery/details/?category=Show%20All&view=rating&artist=&main_app=&limit=30&fimit=60&submission
_id=1519
I got a better looking grid as I was able to use 0.0 AA settings on this one
without having to wait a week.

-tgq


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From: Thomas de Groot
Subject: Re: Rendering lull
Date: 17 Dec 2006 03:18:16
Message: <4584fd48@news.povray.org>
"scott" <ask### [at] mecom> schreef in bericht news:45830b48@news.povray.org...
> Over in off-topic, Mike was complaining of a lull in the community here, 
> so
> Ross suggested posting whatever you are doing now, whatever the state of 
> it
> is.
>

OK. Apart from Triton and Neptune, I am working on a scene for the Cathy's 
World series. This one is based on a scene from the movie Stalker 
(Tarkovski). Tunnel is built in Silo. The texture is using Rune's patina 
macro. This is a somewhat older version. In the current version light shafts 
are visible but the render time increases tremendously due to the scattering 
effect, so I have no complete render available now. Working on the details.

Thomas


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From: Jaime Vives Piqueres
Subject: Re: Rendering lull
Date: 17 Dec 2006 05:05:43
Message: <45851677$1@news.povray.org>
scott wrote:
> Wow that's great, how long did it take to render (ie any chance of an 
> animation)?

   Thanks! It took about an hour thanks to the focal blur... otherwise 
it renders fast, as the fish is a mesh and the background just some 
height fields overlapping. The difficult part for an animation would be 
that the fish model is rigid... but I've still to look into Chris 
Colefax mesh macros, as I seem to remember these allow mesh bending.

--
Jaime


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From: Thomas de Groot
Subject: Re: Rendering lull (Triton)
Date: 17 Dec 2006 05:31:31
Message: <45851c83@news.povray.org>
...and a quicky with the state of the art of Triton. Showing the Hell<exp>3 
crack (without fire at the bottom). I still have to work on the scale and 
proportions of things concerning Triton. Neptune is finished for the time 
being.

Thomas


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From: Orchid XP v3
Subject: Re: Rendering lull
Date: 17 Dec 2006 07:10:43
Message: <458533c3$1@news.povray.org>
...is that a Commodore 64 with matching 5.2" disk drive??


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From: Eero Ahonen
Subject: Re: Rendering lull
Date: 17 Dec 2006 07:53:43
Message: <45853dd7@news.povray.org>
Orchid XP v3 wrote:
> ...is that a Commodore 64 with matching 5.2" disk drive??

Yes. My C128 is resting, it's 64's turn now :).

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: jute
Subject: Re: Rendering lull
Date: 17 Dec 2006 10:45:01
Message: <web.458564718f139dc5f43b014e0@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> Over in off-topic, Mike was complaining of a lull in the community here, so
> Ross suggested posting whatever you are doing now, whatever the state of it
> is.

When I've found the time for POVing recently, it's usually had something
to with Christoph's POVAny-scripts (swell), however, I'm working on some
scenes/textures/techniques, like usually ... lessee if I manage to attach
several files.  First one is very basic ray tracing :)


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From: jute
Subject: Re: Rendering lull
Date: 17 Dec 2006 11:10:01
Message: <web.45856a648f139dc5f43b014e0@news.povray.org>
The land, the water and clouds too (i think) are actually
modified Tek's waves ... ;)


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From: Smws
Subject: Re: Rendering lull
Date: 17 Dec 2006 17:10:01
Message: <web.4585bf6b8f139dc5176479670@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> Over in off-topic, Mike was complaining of a lull in the community here, so
> Ross suggested posting whatever you are doing now, whatever the state of it
> is.
>
> So, here are the two things I've been working on recently.  First is a basic
> attempt to model my office, second is an attempt to model a bike wheel.

I have been trying my hand at some landscape generation.

Here I have also been playing around with the media trees from Gilles'
makecloud demo scenes. The trees are not my work!
-smws


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From: Larry Hudson
Subject: Re: Rendering lull
Date: 17 Dec 2006 18:15:12
Message: <4585cf80@news.povray.org>
St. wrote:
  >  My soundbite for the image would be: "Slippery Slimy Slugs Slithering
> Slightly/or/Slowly _ _ _ _ _ _"
> 
>   I'm lost for the last word or words - any idea's?
> 
>   ~Steve~

Slickly?

      -=- Larry -=-


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From: Ross
Subject: Re: Rendering lull
Date: 18 Dec 2006 10:57:37
Message: <4586ba71$1@news.povray.org>
"Smws" <smw### [at] poboxcom> wrote in message
news:web.4585bf6b8f139dc5176479670@news.povray.org...
> "scott" <ask### [at] mecom> wrote:
> > Over in off-topic, Mike was complaining of a lull in the community here,
so
> > Ross suggested posting whatever you are doing now, whatever the state of
it
> > is.
> >
> > So, here are the two things I've been working on recently.  First is a
basic
> > attempt to model my office, second is an attempt to model a bike wheel.
>
> I have been trying my hand at some landscape generation.
>
> Here I have also been playing around with the media trees from Gilles'
> makecloud demo scenes. The trees are not my work!
> -smws
>

that's quite interesting looking.


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From: Ross
Subject: Re: My Take (was Re: Rendering lull)
Date: 18 Dec 2006 11:05:16
Message: <4586bc3c@news.povray.org>
For the water, I decided to use the normal as a function for a height_field.
I'm pretty happy with it.

#declare w1 =
texture {
 //pigment {rgb <1, 1, 1> transmit 1}
 pigment {color rgbt <1, 1, 1, 1>}
 normal {
  average
  normal_map {
   [1.0 agate 0.25 scale <0.5, 0.1, 0.2>]
   [1.0 granite 0.25 scale <0.5, 0.1, 0.2>]
  }
 }
 finish {
  specular 1
  roughness 0.003
  diffuse 0.3
  reflection {
   0, 0.5
   fresnel on
  }
 }
}

#local wp1 =
pigment {
 average
 pigment_map {
  [1.0 agate scale <0.5, 0.1, 0.2>]
  [1.0 granite scale <0.5, 0.1, 0.2>]
 }
}

#declare fnWater = function {pigment {wp1}}

height_field {
  function 2000, 2000 { fnWater(x, y, z).grey * 0.85 }
  smooth
  translate <-0.5, -0.5, -0.5>
  scale <200, 1, 200>
  texture {w1}
  interior {
  ior 1.3
  media {
   absorption <0.25, 0.1, 5.0, 0.5>*1
   scattering { 2 <0.2, 0.6, 0.4> }
  }

  fade_distance 2
  fade_power 1001
 }
}


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From: Mike Raiford
Subject: Re: Rendering lull
Date: 18 Dec 2006 11:19:51
Message: <4586bfa7$1@news.povray.org>
scott wrote:
> Over in off-topic, Mike was complaining of a lull in the community here, 
> so Ross suggested posting whatever you are doing now, whatever the state 
> of it is.

Excellent :) reminds me of old times...

Now I need to get inspired and create something. I'm thinking about 
dusting off wings and trying a few things, now. Or, maybe I'll get back 
to my fake house project. I've been meaning to work on that one.

Anyway, I enjoyed everyone's images very much. Thanks again!

-- 
~Mike

Things! Billions of them!


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From: Woland
Subject: Re: Rendering lull
Date: 18 Dec 2006 11:30:01
Message: <web.4586c17d8f139dc542494bfa0@news.povray.org>
Vincent Le Chevalier <gal### [at] libertyALLsurfSPAMfr> wrote:
> A try for a glass material I was working on lately. Still needs some
> tweaking as it takes a long long time to render (not to mention that the
> shapes are not realistic either)...

How about this ice. I work over it (and snow too) for 5 days :).
It's a part of my "complexity" entry.

But without blue sky and radiosity snow looks ugly.


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 18 Dec 2006 11:50:00
Message: <web.4586c6638f139dc5c150d4c10@news.povray.org>
"Ross" <rli### [at] speakeasynet> wrote:
> I like the concept, better than most at the CGSphere's site that I saw. I
> think something like a metal ring around the face of the clock, sort of
> plating the orange, would look nice.
>
> pretty good orange texture too.

Thanks.  It seems the voters don't seem to think so though.  All 3 of mine
are currently around 5.5/10.  Not that I think mine are fabulous, but I
think they are better than that, especially looking at a lot of the higher
ranked ones. Either a lot of voting down or maybe just really critical
voters.  Oh well, as long as I've enjoyed making them.

I may try out how your suggestion looks as well.

-tgq


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From: Bruno Cabasson
Subject: Re: Rendering lull
Date: 18 Dec 2006 12:15:01
Message: <web.4586cb778f139dc5f5fba6ef0@news.povray.org>
Here is an attempt to diamonds (and a humble contribution to the 'rendrering
lull' topic). After a quick look to gemologists sites for the cut angles.

Regards


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Attachments:
Download 'diamond4.png' (264 KB)

Preview of image 'diamond4.png'
diamond4.png


 

From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 18 Dec 2006 13:00:01
Message: <web.4586d5ff8f139dc5c150d4c10@news.povray.org>
"Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
> Here is an attempt to diamonds (and a humble contribution to the 'rendrering
> lull' topic). After a quick look to gemologists sites for the cut angles.
>
> Regards

Looks pretty good to me.  What kind of ior are you using?  Trace level?

-tgq


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From: Orchid XP v3
Subject: Re: It's a tree (~100KB)
Date: 18 Dec 2006 14:24:01
Message: <4586ead1$1@news.povray.org>
>> Obviously, I am nowhere near 1337 enough to make this up all by myself.
>> It's actually done with POV-Tree and Tom Tree. It *still* doesn't look
>> right. (A damn site better than my own algorithm, but it still looks
>> wrong. In particular, the needles differ vastly in size.)
> 
> The tree looks good, especially the bark texture.  Some colored 
> reflective spheres on the tree wouldn't go amiss :-)

Reflective spheres, superellipsoids, torii, blobs, and *lots* of fairy 
lights still to come... :-D


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From: Orchid XP v3
Subject: Re: Rendering lull
Date: 18 Dec 2006 14:26:22
Message: <4586eb5e$1@news.povray.org>
Ross wrote:
> that's quite interesting looking.

I agree...


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From: Woland
Subject: Re: Rendering lull
Date: 18 Dec 2006 15:40:01
Message: <web.4586fc7d8f139dc542494bfa0@news.povray.org>
Already I'm making a railway with the train and bridge. Camera is located
under the train a little from back. There is also an old destroyed "High
Voltage" sign laying on the rails. there are first renders. I'm waiting for
comments :).


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Attachments:
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Preview of image 'kamienie.jpg'
kamienie.jpg


 

From: Woland
Subject: Re: Rendering lull
Date: 18 Dec 2006 15:45:00
Message: <web.4586fcc18f139dc542494bfa0@news.povray.org>
And another render with bridge far away.


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Attachments:
Download '1024.jpg' (112 KB)

Preview of image '1024.jpg'
1024.jpg


 

From: scott
Subject: Re: Rendering lull
Date: 18 Dec 2006 18:01:45
Message: <45871dd9$1@news.povray.org>
>> Over in off-topic, Mike was complaining of a lull in the community here, 
>> so Ross suggested posting whatever you are doing now, whatever the state 
>> of it is.
>
> Excellent :) reminds me of old times...
>
> Now I need to get inspired and create something. I'm thinking about 
> dusting off wings and trying a few things, now. Or, maybe I'll get back to 
> my fake house project. I've been meaning to work on that one.
>
> Anyway, I enjoyed everyone's images very much. Thanks again!

Yes so did I, it turned out like quite a good idea.  But I guess it isn't 
something we can do every week...


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From: Bruno Cabasson
Subject: Re: Rendering lull
Date: 19 Dec 2006 04:05:00
Message: <web.4587aaee8f139dc5f5fba6ef0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
> > Here is an attempt to diamonds (and a humble contribution to the 'rendrering
> > lull' topic). After a quick look to gemologists sites for the cut angles.
> >
> > Regards
>
> Looks pretty good to me.  What kind of ior are you using?  Trace level?
>
> -tgq

Hello.

I posted in p.b.s-f my include file for diamonds macro, and here is the test
file for the image (maybe not exactly the same parameters):

// Persistence of Vision Ray Tracer Scene Description File
// File: diamond4.pov
// Vers: 3.5
// Desc: Basic Scene Example
// Date: december 2006
// Auth: Bruno Cabasson
//

#version 3.5;

#include "colors.inc"
#include "diamond.inc"

global_settings {
  assumed_gamma 1.0
  max_trace_level 50
}

// ----------------------------------------

camera {
  location  <0.0, 0.0, -6.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}


light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <1, 1, 1>  // light's color
  //parallel //area_light x/5, y/5, 3, 3 circular orient
  translate -20*z
  rotate 90*x
}
// ----------------------------------------
// Background
sphere {0, 1 pigment {color rgb 0.02} scale 100}

#declare TILT = 25;
object
{
    makeDiamond(Red, 0.99, 15, 0.07)
    rotate -TILT*x
    translate y
}
 object
{
    makeDiamond(Green, 0.99, 15, 0.07)
    rotate -TILT*x
    translate 1.2*x - y/2
}
 object
{
    makeDiamond(Blue, 0.99, 15, 0.07)
    rotate -TILT*x
    translate -1.2*x - y/2
}


Here is attached another instance of a diamond with photons.

    Regards


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Attachments:
Download 'diamond6.png' (416 KB)

Preview of image 'diamond6.png'
diamond6.png


 

From: Bruno Cabasson
Subject: Re: Rendering lull
Date: 19 Dec 2006 04:10:01
Message: <web.4587ac048f139dc5f5fba6ef0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspacefr> wrote:
> > Here is an attempt to diamonds (and a humble contribution to the 'rendrering
> > lull' topic). After a quick look to gemologists sites for the cut angles.
> >
> > Regards
>
> Looks pretty good to me.  What kind of ior are you using?  Trace level?
>
> -tgq

Hello.

I posted in p.b.s-f my include file for diamonds macro, and here is the test
file for the image (maybe not exactly the same parameters):

// Persistence of Vision Ray Tracer Scene Description File
// File: diamond4.pov
// Vers: 3.5
// Desc: Basic Scene Example
// Date: december 2006
// Auth: Bruno Cabasson
//

#version 3.5;

#include "colors.inc"
#include "diamond.inc"

global_settings {
  assumed_gamma 1.0
  max_trace_level 50
}

// ----------------------------------------

camera {
  location  <0.0, 0.0, -6.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}


light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <1, 1, 1>  // light's color
  //parallel //area_light x/5, y/5, 3, 3 circular orient
  translate -20*z
  rotate 90*x
}
// ----------------------------------------
// Background
sphere {0, 1 pigment {color rgb 0.02} scale 100}

#declare TILT = 25;
object
{
    makeDiamond(Red, 0.99, 15, 0.07)
    rotate -TILT*x
    translate y
}
 object
{
    makeDiamond(Green, 0.99, 15, 0.07)
    rotate -TILT*x
    translate 1.2*x - y/2
}
 object
{
    makeDiamond(Blue, 0.99, 15, 0.07)
    rotate -TILT*x
    translate -1.2*x - y/2
}


Here is attached another instance of a diamond with photons.

    Regards


Post a reply to this message


Attachments:
Download 'diamond6.png' (416 KB)

Preview of image 'diamond6.png'
diamond6.png


 

From: Bruno Cabasson
Subject: Re: Rendering lull
Date: 19 Dec 2006 04:15:01
Message: <web.4587acd58f139dc5f5fba6ef0@news.povray.org>
Sorry, I posted twice (the server told me an error for the first one ...).


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From: postaljapan
Subject: Re: Rendering lull
Date: 19 Dec 2006 22:50:00
Message: <web.4588b2d78f139dc5283b2a070@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> Over in off-topic, Mike was complaining of a lull in the community here, so
> Ross suggested posting whatever you are doing now, whatever the state of it
> is.
>
> So, here are the two things I've been working on recently.  First is a basic
> attempt to model my office, second is an attempt to model a bike wheel.

Nearly completed Christmas scene.  I will finish with radiosity enabled for
the final version.

-James


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Attachments:
Download 'xmas2006.jpg' (197 KB)

Preview of image 'xmas2006.jpg'
xmas2006.jpg


 

From: Thomas de Groot
Subject: Re: My Take (was Re: Rendering lull)
Date: 20 Dec 2006 02:49:57
Message: <4588eb25@news.povray.org>
This is a beautiful scene, almost surrealistic. I like that very much. The 
water is fine indeed.

Thomas


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From: 'Harry' Potter
Subject: Re: My Take (was Re: Rendering lull)
Date: 20 Dec 2006 14:25:00
Message: <web.45898dbbe83f8006431ccacb0@news.povray.org>
I'm also working on an image for CGSpheres.  It's a Tesla Coil, but I still
need to add a couple bugs flying around.

Even an image this small took 9 and a 1/2 hours to do.  I think it might
have been the radiosity and 1500+ light sources.  Even without the
radiosity, this still takes some significant time to render.


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Attachments:
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Preview of image 'cgsphere.png'
cgsphere.png


 

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