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From: scott
Subject: Rendering lull
Date: 15 Dec 2006 15:53:28
Message: <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.

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.


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room1.jpg

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closeup.jpg


 

From: Ross
Subject: My Take (was Re: Rendering lull)
Date: 15 Dec 2006 16:01:55
Message: <45830d43@news.povray.org>
originally inspired by an image inspired by a sketch by dali. WIP. some
obvious places where i need to fix the geometry on the rocks.

anyway, enjoy.


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:25:00
Message: <web.4583129c8f139dc5c150d4c10@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.

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


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From: scott
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:34:21
Message: <458314dd@news.povray.org>
> 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)

Render at 2x or higher the resolution with more "normal" AA settings, then 
rescale (using a decent method) in a paint program.


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From: Ross
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:37:28
Message: <45831598$1@news.povray.org>
"scott" <ask### [at] mecom> wrote in message news:458314dd@news.povray.org...
> > 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)
>
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.
>
>

or just use an insane AA, not sure what the guidelines for the CGSpheres
site is, but post-processing like that might not be appropriate.

my image above was rendered with +AM2 +A0.0 otherwise the checkered texture
looks horrible in the distance.


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:50:01
Message: <web.458317aa8f139dc5c150d4c10@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> > 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)
>
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.

Thanks, I'll try that perhaps.

-tgq


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From: Trevor G Quayle
Subject: Re: Rendering lull
Date: 15 Dec 2006 16:50:01
Message: <web.458317f48f139dc5c150d4c10@news.povray.org>
"Ross" <rli### [at] speakeasynet> wrote:
> "scott" <ask### [at] mecom> wrote in message news:458314dd@news.povray.org...
> > > 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)
> >
> > Render at 2x or higher the resolution with more "normal" AA settings, then
> > rescale (using a decent method) in a paint program.
> >
> >
>
> or just use an insane AA, not sure what the guidelines for the CGSpheres
> site is, but post-processing like that might not be appropriate.
>
> my image above was rendered with +AM2 +A0.0 otherwise the checkered texture
> looks horrible in the distance.

Yes, PP is allowed.  Insane doesn't work for me, I get unreal render times
(relating to the fact that I use 256 light sources as usual)

-tgq


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From: Ross
Subject: Re: Rendering lull
Date: 15 Dec 2006 17:15:21
Message: <45831e79$1@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote in message
news:web.4583129c8f139dc5c150d4c10@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.
>
> 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 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.


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From: Orchid XP v3
Subject: It's a tree (~100KB)
Date: 15 Dec 2006 17:32:51
Message: <45832293@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.)

This is actually a scaled down version of an image rendered at about 
2,000 pixels square. Took slightly less than 1 hour to render on an AMD 
Athlon64 in 32-bit mode. It renders faster without radiosity - but then 
the lighting looks *very* weird.

If I ever finish it, it's going to go on Zazzle. The plan is to add 
*lots* of fairy lights. Because I think they're pretty. :-P

PS. The checkered floor is actually supposed to be carpet tiles. We 
actually have these at work. Unfortunately, the image makes it look 
nothing like carpet! (The wallpaper looks pretty similar to what we have 
at work though. But without the peeling...)


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From: nemesis
Subject: Re: Rendering lull
Date: 15 Dec 2006 18:00:00
Message: <web.4583273b8f139dc51b5813600@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> Render at 2x or higher the resolution with more "normal" AA settings, then
> rescale (using a decent method) in a paint program.

sounds just like the supersampling Antia-Aliasing method he's using.


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From: scott
Subject: Re: Rendering lull
Date: 15 Dec 2006 18:40:09
Message: <45833259@news.povray.org>
I use the resolution trick to effectively set a minimum AA depth to pick up 
detail that is less than one pixel big.  I wasn't aware of any way to do 
that in POV itself without forcing every single pixel to be sampled the 
maximum number of times (which is slooow).


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From: St 
Subject: Re: Rendering lull
Date: 15 Dec 2006 19:47:51
Message: <45834237@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote in message 
news:web.4583129c8f139dc5c150d4c10@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.
>
> 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)

    Try using the FB option at the top of the file Trevor. I found it works 
for me, but I know what you mean.  :/

    Nice idea!  (You'll see my next one soon).  :o)

      ~Steve~



>
> -tgq
>


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From: Abe
Subject: Re: Rendering lull
Date: 15 Dec 2006 22:05:00
Message: <web.458361d68f139dc5731c62bd0@news.povray.org>
Well, here is my doodling from while I was waiting for Terragen2 to show up.
Playing with the idea of developing a series of renderings which illustrates
the progression of putting together a landscape without getting too fancy.
The images are 1)terrain geometry, camera position and basic light,
2)developed lighting, 3)texture and 4) atmosphere. Cute maybe, but I'm not
sure how useful.

Abe


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From: Jaime Vives Piqueres
Subject: Re: Rendering lull
Date: 16 Dec 2006 04:41:15
Message: <4583bf3b@news.povray.org>
Some fish modeling with Wings... much more difficult than it looked at 
first glance!

--
Jaime


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From: Roman Reiner
Subject: Re: Rendering lull
Date: 16 Dec 2006 06:40:00
Message: <web.4583da488f139dc5c2715270@news.povray.org>
"scott" <ask### [at] mecom> wrote:
> ... so Ross suggested posting whatever you are doing now, whatever the state
> of it is.

Good idea actually :)
It's not really POVRay related but for the last half year i was working on
and off on a high-poly version of the Hiigarian Transport 'Bishop' from the
computer game Homeworld. It's modelled in Wings3D and at the moment I'm
texturing it. The final mesh has over 200K triangles. Once it's done i can
hopefully do some nice images along with my Hiigarian Interceptor model :)

Regards Roman


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From: St 
Subject: Re: Rendering lull
Date: 16 Dec 2006 06:40:34
Message: <4583db32@news.povray.org>
Hey Jim, you've got a 'Startup.exe' attachment in your post too.

  Nice web.

   ~Steve~


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From: Roman Reiner
Subject: Re: Rendering lull
Date: 16 Dec 2006 06:45:01
Message: <web.4583dc048f139dc5c2715270@news.povray.org>
....and here's my latest work called 'Dangerous Encounter II' featuring my
Hiigarian Interceptor model and the fabulous Taidan Naar-Mah Lightcruiser
made by Krisztian Szijj.
Rendered in several layers in POVRay, composition and rather extensive
post-processing in Photoshop.

Hope you like it! (even you pov-purists :p)
Regards Roman


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From: Rarius
Subject: Re: Rendering lull
Date: 16 Dec 2006 07:02:33
Message: <4583e059$1@news.povray.org>
Like it?

I F***ing LOVE it!  Technically great, nice models and artistically 
beautifully balanced.

I am a BIG fan of all the Homeworld/Homeworld2 spacecraft... I just wish I 
could find the time to model the Hiigaran Battlecruiser!

Rarius

"Roman Reiner" <lim### [at] gmxde> wrote in message 
news:web.4583dc048f139dc5c2715270@news.povray.org...
> ....and here's my latest work called 'Dangerous Encounter II' featuring my
> Hiigarian Interceptor model and the fabulous Taidan Naar-Mah Lightcruiser
> made by Krisztian Szijj.
> Rendered in several layers in POVRay, composition and rather extensive
> post-processing in Photoshop.
>
> Hope you like it! (even you pov-purists :p)
> Regards Roman
>


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From: Sabrina Kilian
Subject: Re: Rendering lull
Date: 16 Dec 2006 07:34:15
Message: <4583e7c7@news.povray.org>
Thief's life, WIP.
The wood texture is placeholder while I figure out isowood. Any advice
on making the tiles look more different? As they are now, it looks like
the tiles were cut from a single large piece of stone, which doesn't
look like the cheap table I was going for.


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From: Alain
Subject: Re: Rendering lull
Date: 16 Dec 2006 09:24:34
Message: <458401a2$1@news.povray.org>
Sabrina Kilian nous apporta ses lumieres en ce 16-12-2006 07:34:
> Thief's life, WIP.
> The wood texture is placeholder while I figure out isowood. Any advice
> on making the tiles look more different? As they are now, it looks like
> the tiles were cut from a single large piece of stone, which doesn't
> look like the cheap table I was going for.
> 
> 
> ------------------------------------------------------------------------
> 
Add the texture to each tile individualy, with some random translate and rotation.
You can also use 2 repeat warp with some large offset and possibly some flip. 
This way, you can use one texture for the whole table top.

-- 
Alain
-------------------------------------------------
Make yourself a better person and know who you are before you try and know 
someone else and expect them to know you.


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From: Alain
Subject: Re: Rendering lull
Date: 16 Dec 2006 09:30:14
Message: <458402f6@news.povray.org>
Sabrina Kilian nous apporta ses lumieres en ce 16-12-2006 07:34:
> Thief's life, WIP.
> The wood texture is placeholder while I figure out isowood. Any advice
> on making the tiles look more different? As they are now, it looks like
> the tiles were cut from a single large piece of stone, which doesn't
> look like the cheap table I was going for.


> ------------------------------------------------------------------------

If it's suposed to be a cheap table, you should make it a blured reflection. As 
it is now, it's a very highly polished, extremely smooth marble.
Maybe add some staining to the grout, wine and blood spils are common in those 
low life areas...

-- 
Alain
-------------------------------------------------
EVERYTHING HAS A GENDER

You may not know this but many nonliving things have a gender...

A Subway is Male, because it uses the same old lines to pick people up.


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From: Jim Charter
Subject: Re: Rendering lull
Date: 16 Dec 2006 12:27:20
Message: <45842c78@news.povray.org>
don't know how the added file got there.  in fact, "this morning", it's 
actually pm, i was surprised to find i'd completed the post at all.  my 
memory is that i'd fallen asleep sitting at the computer while in the 
process of navigating to find the image while attaching it.


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From: Rune
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:03:02
Message: <458434d6@news.povray.org>
Not really something I'm working on right now, since I have several exams 
that require my full attention, but I intent to take up this image again 
when I have time.

It'll probably be named something like "Broken Canvas with Metal and 
Flowers"

Rune


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From: Gail Shaw
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:08:38
Message: <45843626@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.

Good idea.

I've got three pieces half done. Just lacking the time and enthusiasm to
finish them.

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.]


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From: Gail Shaw
Subject: Re: Rendering lull
Date: 16 Dec 2006 13:15:13
Message: <458437b1@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.
>

Second is something I've been playing with for months. Initial inspiration
came from the KotOR and KotOR 2 games (Korriban).
I've been fiddling with various options, trying to get something that will
work, and I think this will.

I'm going to put an alter of sorts at the end.


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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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