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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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"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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"scott" <ask### [at] me com> 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.
Post a reply to this message
Attachments:
Download 'Ruins.JPG' (91 KB)
Preview of image 'Ruins.JPG'

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"St." <dot### [at] dot com> 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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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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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
Post a reply to this message
Attachments:
Download 'metal_flowers_posters.jpg' (49 KB)
Preview of image 'metal_flowers_posters.jpg'

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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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> 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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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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Attachments:
Download 'floor_2.jpg' (27 KB)
Preview of image 'floor_2.jpg'

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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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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)...
Post a reply to this message
Attachments:
Download 'ice.jpeg.jpg' (265 KB)
Preview of image 'ice.jpeg.jpg'

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On Sat, 16 Dec 2006 20:41:12 -0000, "St." <dot### [at] dot com> 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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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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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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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] removethis zbxt net invalid
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> 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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> 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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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] removethis zbxt net invalid
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Attachments:
Download 'entarea_x.jpg' (75 KB)
Preview of image 'entarea_x.jpg'

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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] removethis zbxt net invalid
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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.
Post a reply to this message
Attachments:
Download 'lapis.png' (83 KB)
Preview of image 'lapis.png'

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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~
Post a reply to this message
Attachments:
Download 'SlugFest_LQuality.jpg' (100 KB)
Preview of image 'SlugFest_LQuality.jpg'

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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> "scott" <ask### [at] me com> 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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"Mark Birch" <las### [at] hotmail com> 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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"scott" <ask### [at] me com> 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
Post a reply to this message
Attachments:
Download 'Stalker_tunnel_02.jpg' (37 KB)
Preview of image 'Stalker_tunnel_02.jpg'

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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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...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
Post a reply to this message
Attachments:
Download 'Triton.jpg' (96 KB)
Preview of image 'Triton.jpg'

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...is that a Commodore 64 with matching 5.2" disk drive??
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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] removethis zbxt net invalid
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"scott" <ask### [at] me com> 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 :)
Post a reply to this message
Attachments:
Download 'w5.png' (372 KB)
Preview of image 'w5.png'

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The land, the water and clouds too (i think) are actually
modified Tek's waves ... ;)
Post a reply to this message
Attachments:
Download 'newls3c.png' (611 KB)
Preview of image 'newls3c.png'

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"scott" <ask### [at] me com> 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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Attachments:
Download 'mediatree001.jpg' (91 KB)
Preview of image 'mediatree001.jpg'

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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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"Smws" <smw### [at] pobox com> wrote in message
news:web.4585bf6b8f139dc5176479670@news.povray.org...
> "scott" <ask### [at] me com> 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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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
}
}
Post a reply to this message
Attachments:
Download 'lull.jpg' (77 KB)
Preview of image 'lull.jpg'

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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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Vincent Le Chevalier <gal### [at] libertyALLsurfSP AMfr> 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.
Post a reply to this message
Attachments:
Download 'cross.jpg' (32 KB)
Preview of image 'cross.jpg'

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"Ross" <rli### [at] speakeasy net> 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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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
Post a reply to this message
Attachments:
Download 'diamond4.png' (264 KB)
Preview of image 'diamond4.png'

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"Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> 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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>> 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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Ross wrote:
> that's quite interesting looking.
I agree...
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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:
Download 'kamienie.jpg' (60 KB)
Preview of image 'kamienie.jpg'

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And another render with bridge far away.
Post a reply to this message
Attachments:
Download '1024.jpg' (112 KB)
Preview of image '1024.jpg'

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>> 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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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> 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'

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"Trevor G Quayle" <Tin### [at] hotmail com> wrote:
> "Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> 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'

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Sorry, I posted twice (the server told me an error for the first one ...).
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"scott" <ask### [at] me com> 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
Post a reply to this message
Attachments:
Download 'xmas2006.jpg' (197 KB)
Preview of image 'xmas2006.jpg'

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From: Thomas de Groot
Subject: Re: My Take (was Re: Rendering lull)
Date: 20 Dec 2006 02:49:57
Message: <4588eb25@news.povray.org>
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This is a beautiful scene, almost surrealistic. I like that very much. The
water is fine indeed.
Thomas
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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.
Post a reply to this message
Attachments:
Download 'cgsphere.png' (64 KB)
Preview of image 'cgsphere.png'

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