POV-Ray : Newsgroups : povray.binaries.images : Rendering lull Server Time
6 Aug 2024 21:36:19 EDT (-0400)
  Rendering lull (Message 56 to 65 of 75)  
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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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mediatree001.jpg


 

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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lull.jpg


 

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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cross.jpg


 

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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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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