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"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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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] 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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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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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] 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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Attachments:
Download 'cross.jpg' (32 KB)
Preview of image 'cross.jpg'
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"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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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'
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"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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>> 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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