POV-Ray : Newsgroups : povray.binaries.images : Ping Pong Collaboration? Server Time
13 Oct 2026 06:44:38 EDT (-0400)
  Ping Pong Collaboration? (Message 1 to 23 of 23)  
From: Chambers
Subject: Ping Pong Collaboration?
Date: 21 Mar 2007 21:39:02
Message: <4601ec46$1@news.povray.org>
So, why not try out this ping pong idea?  I'll post a basic scene, and 
people will add their own changes to it.  Thanks to the threaded nature 
of newsgroups, we'll be able to see it evolve into completely different 
things if people choose to :)

Here's the basic scene we'll start with.

...Chambers

#default {finish {ambient 0}}

camera {
	location <-5,10,-20>
	look_at 0
}

light_source {
	<1,1,-1>*10 color rgb 1
	spotlight	point_at y*3	radius 15	falloff 25
	area_light	x*2,y*2,25,25	circular		orient		adaptive 0
}

plane {
	y, 0
	pigment {checker color rgb 2, color rgb 0 scale 2}
	finish {specular 1 reflection 1/3}
}


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ping.jpg


 

From: Chambers
Subject: Re: Ping Pong Collaboration?
Date: 21 Mar 2007 21:40:45
Message: <4601ecad@news.povray.org>
And here's my own first change.

...Chambers


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ping.jpg


 

From: stm31415
Subject: Re: Ping Pong Collaboration?
Date: 22 Mar 2007 09:10:01
Message: <web.46028e2b8631c8c2e0ba60c70@news.povray.org>
Gar! I'm out of town, but I am playing. It'll just be a bit 'fore I can get
to a computer worth rendering on, with an internet connection able to
upload images.

-
Sam Bleckley
http://enso.freeshell.org/


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 22 Mar 2007 17:45:54
Message: <46030722@news.povray.org>
High!

What about this:

// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#default {finish {ambient 0}}

// Begin additions by Yadgar

#declare s1=seed(1979);

#declare Silver_Ball=
sphere
{
   0, 0.04
   texture
   {
     pigment { color rgb 0.75 }
     finish { brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8 
roughness 0.001 }
   }
}

// End additions by Yadgar

camera {
	location <-5,10,-20>
	look_at 0
}

light_source {
	<1,1,-1>*10 color rgb 1
	spotlight	point_at y*3	radius 15	falloff 25
	area_light	x*2,y*2,25,25	circular		orient		adaptive 0
}

plane {
	y, 0
	pigment {checker color rgb 2, color rgb 0 scale 2}
	finish {specular 1 reflection 1/3}
}

#macro rubber(col)
	texture {
		pigment {color col}
		finish {specular 1/4}
		normal {bumps 1/50 scale 1/100}
	}
#end

sphere {<0,3,0>, 3	rubber(rgb x)}
sphere {<4,2,-3>, 2	rubber(rgb x+y)}
sphere {<-2,1,-4>, 1	rubber(rgb z)}

// Begin additions by Yadgar

#declare n=0;

#while (n<1800)
   #declare r1=rand(s1)*360;
   #declare r2=asin(rand(s1)*2-1);
   object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2), 
sin(r2), cos(r1*(pi/180))*cos(r2)> }
   #declare n=n+1;
#end

#declare n=0;

#while (n<800)
   #declare r1=rand(s1)*360;
   #declare r2=asin(rand(s1)*2-1);
   object { Silver_Ball translate <4, 2, 
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
   #declare n=n+1;
#end

#declare n=0;

#while (n<200)
   #declare r1=rand(s1)*360;
   #declare r2=asin(rand(s1)*2-1);
   object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2), 
sin(r2), cos(r1*(pi/180))*cos(r2)> }
   #declare n=n+1;
#end

// End additions by Yadgar


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Attachments:
Download '2007_03_22_ping_pong_collaboration_take_2.jpg' (31 KB)

Preview of image '2007_03_22_ping_pong_collaboration_take_2.jpg'
2007_03_22_ping_pong_collaboration_take_2.jpg


 

From: Afishionado
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 22 Mar 2007 22:55:01
Message: <web.46034f7c7f1326544d55924e0@news.povray.org>
I haven't gotten to play with Pov much at all for a long time. :-(

I wanted to play with photons, so I added a shiny box. :-)

// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
  photons {
    count 10000
    autostop 0
    jitter 0
  }
}
// end global_settings

// Begin additions by Yadgar

#declare s1=seed(1979);

#declare Silver_Ball=
sphere
{
   0, 0.04
   texture
   {
     pigment { color rgb 0.75 }
     finish { brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
roughness 0.001 }
   }
}

// End additions by Yadgar

camera {
  location <-5,10,-20>
  look_at 0
}

light_source {
  <1,1,-1>*10 color rgb 1
  spotlight point_at y*3  radius 15 falloff 25
  area_light  x*2,y*2,25,25 circular    orient    adaptive 0
  photons {
    reflection on
  }
}

plane {
  y, 0
  pigment {checker color rgb 2, color rgb 0.5 scale 2}
  finish {specular 1 reflection 1/3}
}

#macro rubber(col)
  texture {
    pigment {color col}
    finish {specular 1/4}
    normal {bumps 1/50 scale 1/100}
  }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box added by William
box {
  <0, 0, 0>
  <1, 1, 1>
  rotate y * 45
  translate z * -4
  texture
  {
     pigment { color rgb 0.75 }
     finish {
      brilliance 0.75
      diffuse 0.75
      reflection 0.75
      specular 0.75
      roughness 0.001
    }
  }

  photons {
    target
    reflection on
    collect on
  }
}

// End of William's box

// Begin additions by Yadgar

#declare n=0;

#while (n<1800)
   #declare r1=rand(s1)*360;
   #declare r2=asin(rand(s1)*2-1);
   object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
   #declare n=n+1;
#end

#declare n=0;

#while (n<800)
   #declare r1=rand(s1)*360;
   #declare r2=asin(rand(s1)*2-1);
   object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
   #declare n=n+1;
#end

#declare n=0;

#while (n<200)
   #declare r1=rand(s1)*360;
   #declare r2=asin(rand(s1)*2-1);
   object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
   #declare n=n+1;
#end

// End additions by Yadgar


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Attachments:
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pingpong.png


 

From: Christian Froeschlin
Subject: Re: Ping Pong Collaboration?
Date: 23 Mar 2007 14:12:55
Message: <460426b7@news.povray.org>
Hi,

expanded on the cube subject.
Also adapted light position and floor texture


// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#include "colors.inc"
#include "stones.inc"

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
   photons {
     count 20000
     max_trace_level 10
     autostop 0
     jitter 0
   }
}
// end global_settings

// Begin additions by Yadgar

#declare s1=seed(1979);

#declare Silver_Ball=
sphere
{
    0, 0.04
    texture
    {
      pigment { color rgb 0.75 }
      finish
      {
        brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
        roughness 0.001
      }
    }
}

// End additions by Yadgar

camera {
   location <-5,10,-20>
   look_at 0
}

light_source {
   <1.5,1.3,-1.0>*10 color rgb 1
   spotlight point_at y  radius 15 falloff 25
   area_light  x*2,y*2,25,25 circular    orient    adaptive 0
   photons {
     refraction on reflection on
   }
}

plane {
   y, 0
   texture
   {
     T_Stone2
     finish {specular 1 reflection 0.1}
     scale 2
   }
}

#macro rubber(col)
   texture {
     pigment {color col}
     finish {specular 1/4}
     normal {bumps 1/50 scale 1/100}
   }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box added by William
box {
   <0, 0, 0>
   <2, 2, 2>
   rotate y * 45
   translate z * -5
   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.35
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}

// End of William's box

// Begin additions by Yadgar

#declare n=0;

#while (n<1800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<200)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

// End additions by Yadgar


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pingpong.jpg


 

From: Christian Froeschlin
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 23 Mar 2007 14:14:30
Message: <46042716$1@news.povray.org>
Oops. See my other reply which ended up in the wrong part of the thread.


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From: Christian Froeschlin
Subject: Re: Ping Pong Collaboration? [JPG 800 x 600, 31 KB]
Date: 23 Mar 2007 14:16:18
Message: <46042782$1@news.povray.org>
Christian Froeschlin wrote:

> Oops. See my other reply which ended up in the wrong part of the thread.

Sorry about the confusion, seems it was just a browser display problem


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From: Afishionado
Subject: Re: Ping Pong Collaboration?
Date: 23 Mar 2007 16:50:02
Message: <web.46044acb8631c8c24d55924e0@news.povray.org>
> expanded on the cube subject.

Wow, major improvement! :-)

I kind of liked the idea of the modified cube being an ice cube, and tried
having a ball half-frozen in it. I tried to put some water droplets on the
ball.

I also had to crank the photons up to get the droplets to look good, but
they're still not right. I'll let someone else play with it now. :-)

// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#include "colors.inc"
#include "stones.inc"

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
   photons {
     count 200000
     max_trace_level 10
     autostop 0
     jitter 0
   }
}
// end global_settings

// Begin additions by Yadgar

#declare s1=seed(1979);

#declare Silver_Ball=
sphere
{
    0, 0.04
    texture
    {
      pigment { color rgb 0.75 }
      finish
      {
        brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
        roughness 0.001
      }
    }
}



// End additions by Yadgar

camera {
   location <-5,10,-20>
   look_at 0
}

light_source {
   <1.5,1.3,-1.0>*10 color rgb 1
   spotlight point_at y  radius 15 falloff 25
   area_light  x*2,y*2,25,25 circular    orient    adaptive 0
   photons {
     refraction on reflection on
   }
}

plane {
   y, 0
   texture
   {
     T_Stone2
     finish {specular 1 reflection 0.1}
     scale 2
   }
}

#macro rubber(col)
   texture {
     pigment {color col}
     finish {specular 1/4}
     normal {bumps 1/50 scale 1/100}
   }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box and sphere added by William

#declare index = 0;
#while (index < 50)
  sphere {
    0, 0.1
    scale <1, 0.5, 1>
    translate y * 0.75
    rotate <rand(s1) * 90, rand(s1) * 360, rand(s1) * 90>
    translate <1, 2, -5>

   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.3
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
  }

  #declare index = index + 1;
#end

sphere{
  <1, 2, -05>, 0.75
  rubber(rgb <0, 0.5, 0>)
}

box {
   <0, 0, 0>
   <2, 2, 2>
   rotate y * 45
   translate z * -5
   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.35
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}

// End of William's box

// Begin additions by Yadgar

#declare n=0;

#while (n<1800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<200)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

// End additions by Yadgar


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Attachments:
Download 'pingpong.png' (448 KB)

Preview of image 'pingpong.png'
pingpong.png


 

From: Alain
Subject: Re: Ping Pong Collaboration?
Date: 23 Mar 2007 17:03:21
Message: <46044ea9@news.povray.org>
Christian Froeschlin nous apporta ses lumieres en ce 23-03-2007 15:16:
> Hi,
> 
> expanded on the cube subject.
> Also adapted light position and floor texture
> 

// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#include "colors.inc"
#include "stones.inc"

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
   max_trace_level 99
   photons {
     count 20000
     max_trace_level 10
     autostop 0
     jitter 0
   }
}
// end global_settings

// Begin additions by Yadgar

#declare s1=seed(1979);

#declare Silver_Ball=
sphere
{
    0, 0.04
    texture
    {
      pigment { color rgb 0.75 }
      finish
      {
        brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
        roughness 0.001
      }
    }
}

// End additions by Yadgar

camera {
   location <-5,10,-20>
   look_at 0
}

light_source {
   <1.5,1.3,-1.0>*10 color rgb 1
   spotlight point_at y  radius 15 falloff 25
   area_light  x*2,y*2,25,25 circular    orient    adaptive 0
   photons {
     refraction on reflection on
   }
}

plane {
   y, 0
   texture
   {
     T_Stone2
     finish {specular 1 reflection 0.1}
     scale 2
   }
}

#macro rubber(col)
   texture {
     pigment {color col}
     finish {specular 1/4}
     normal {bumps 1/50 scale 1/100}
   }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box added by William
box {
   <0, 0, 0>
   <2, 2, 2>
   //Distorted by Alain
   	rotate -21
   	scale<1.3,1,0.8>
   	rotate 21
   //end distortion
   rotate y * 45
   translate z * -5
   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.35
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}

// End of William's box

// Begin additions by Yadgar

#declare n=0;

#while (n<1800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<200)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

// End additions by Yadgar

//Addition by Alain

union{
	plane{-z,-10 rotate -4*y}
	plane{z,-10 no_image no_shadow}
	pigment{rgb 0.9}
	hollow //to prevent the warning
	texture{finish{reflection 0.97}}
	rotate 1*y
	}

// End addition by Alain


-- 
Alain
-------------------------------------------------
Educate and inform the whole mass of the people... They are the only sure
reliance for the preservation of our liberty.
Thomas Jefferson


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Attachments:
Download 'pingpong.jpg' (54 KB)

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pingpong.jpg


 

From: Thomas de Groot
Subject: Re: Ping Pong Collaboration? Into the first branching away...
Date: 24 Mar 2007 03:55:06
Message: <4604e76a@news.povray.org>
Here we go!
Transformed the plane into a cube.


// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#include "colors.inc"
#include "stones.inc"

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
   photons {
     count 200000
     max_trace_level 10
     autostop 0
     jitter 0
   }
}
// end global_settings

// Begin additions by Yadgar

#declare s1=seed(1979);

#declare Silver_Ball=
sphere
{
    0, 0.04
    texture
    {
      pigment { color rgb 0.75 }
      finish
      {
        brilliance 0.7 diffuse 1 reflection 0.5 specular 0.8
        roughness 0.001
      }
    }
}



// End additions by Yadgar

camera {
   location <-5,10,-20>
   look_at 0
}

light_source {
   <1.5,1.3,-1.0>*10 color rgb 1
   spotlight point_at y  radius 15 falloff 25
   area_light  x*2,y*2,25,25 circular    orient    adaptive 0
   photons {
     refraction on reflection on
   }
}

// Start addition Thomas de Groot
intersection {
  plane {
    y, 0
  }
  box { <-10, -10, -10>, <10, 0.1, 10> }
  rotate -35*y
  texture {
    T_Stone2
    finish {specular 1 reflection 0.1}
    scale 2
  }
}

// End addition Thomas de Groot

#macro rubber(col)
   texture {
     pigment {color col}
     finish {specular 1/4}
     normal {bumps 1/50 scale 1/100}
   }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box and sphere added by William

#declare index = 0;
#while (index < 50)
  sphere {
    0, 0.1
    scale <1, 0.5, 1>
    translate y * 0.75
    rotate <rand(s1) * 90, rand(s1) * 360, rand(s1) * 90>
    translate <1, 2, -5>

   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.3
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
  }

  #declare index = index + 1;
#end

sphere{
  <1, 2, -05>, 0.75
  rubber(rgb <0, 0.5, 0>)
}

box {
   <0, 0, 0>
   <2, 2, 2>
   rotate y * 45
   translate z * -5
   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.35
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}

// End of William's box

// Begin additions by Yadgar

#declare n=0;

#while (n<1800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<200)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

// End additions by Yadgar


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Attachments:
Download 'PingPong.jpg' (21 KB)

Preview of image 'PingPong.jpg'
PingPong.jpg


 

From: Tim Attwood
Subject: Re: Ping Pong Collaboration?
Date: 24 Mar 2007 20:25:36
Message: <4605cf90@news.povray.org>
Added some pins...

// (C) 2007 by Ben Chambers, Jörg 'Yadgar' Bleimann

#include "colors.inc"
#include "stones.inc"

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
   max_trace_level 99

   photons {
     count 20000
     max_trace_level 10
     autostop 0
     jitter 0
   }

}
// end global_settings

// Begin additions by Yadgar
#declare s1=seed(1979);

#declare Yadgar_Silver = texture { //TA
   pigment { color rgb 0.75 }
   finish {
      brilliance 0.7
      diffuse 1
      reflection 0.5
      specular 0.8
      roughness 0.001
   }
};

#declare Silver_Ball= sphere {
    0, 0.04
    texture {Yadgar_Silver}
}
// End additions by Yadgar

camera {
   location <-5,10,-20>
   look_at 0
}

light_source {
   <1.5,1.3,-1.0>*10 color rgb 1
   spotlight point_at y  radius 15 falloff 25
   area_light  x*2,y*2,25,25 circular    orient    adaptive 0
   photons {
     refraction on reflection on
   }
}

plane {
   y, 0
   texture
   {
     T_Stone2
     finish {specular 1 reflection 0.1}
     scale 2
   }
}

#macro rubber(col)
   texture {
     pigment {color col}
     finish {specular 1/4}
     normal {bumps 1/50 scale 1/100}
   }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box added by William
box {
   <0, 0, 0>
   <2, 2, 2>
   //Distorted by Alain
   rotate -21
   scale<1.3,1,0.8>
   rotate 21
   //end distortion
   rotate y * 45
   translate z * -5
   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
   }

   interior
   {
     ior 1.35
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}
// End of William's box

// Begin additions by Yadgar
#declare n=0;

#while (n<1800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<200)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end
// End additions by Yadgar

//Addition by Alain
union{
plane{-z,-10 rotate -4*y}
plane{z,-10 no_image no_shadow}
pigment{rgb 0.9}
hollow //to prevent the warning
texture{finish{reflection 0.97}}
rotate 1*y
}
// End addition by Alain

// Addition by Tim Attwood
#macro RingOf(Obj StartPos IncRot Num)
  #local _COUNT = 0;
  #local _ROT = <0,0,0>;
  #while (_COUNT < Num)
    object {Obj translate StartPos
      rotate <_ROT.x,0,0>
      rotate <0,_ROT.y,0>
      rotate <0,0,_ROT.z>}
    #local _ROT = _ROT + IncRot;
    #local _COUNT = _COUNT + 1;
  #end
#end

#declare pin = union{
   union {
    sphere{0,0.0625}
    difference{ sphere{0,0.0625 scale 2*x}plane{x,0}}
    texture {
      pigment{Violet}
      finish {reflection 0.1
      specular 0.3
      roughness 0.001}
    }
   }
   cylinder{0,1.4*x,0.015}
   cone{<1.4,0,0>,0.015,<1.825,0,0>,0}
   rotate <0,0,-1.9>
   scale 1
   translate <0,-0.965,0>
   texture{Yadgar_Silver}
}
union { RingOf(pin, <-2,0,0>,<0,7,0>,12) rotate -75*y translate <-3,1,-5>}
// End addition by Tim Attwood


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Attachments:
Download 'collaboration.jpg' (38 KB)

Preview of image 'collaboration.jpg'
collaboration.jpg


 

From: Thomas de Groot
Subject: Re: Ping Pong Collaboration?
Date: 27 Mar 2007 03:25:52
Message: <4608d510$1@news.povray.org>
Hey!! Nobody going on???

There are two branches from the original that can be pursued...

Inspiration anybody?  :-)

Thomas


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From: Lukas Winter
Subject: Re: Ping Pong Collaboration?
Date: 27 Mar 2007 12:40:02
Message: <pan.2007.03.27.17.40.00.630306@removeit.geloescht.net>
Increased the render times errr... added blurred reflection and a bright
sphere. Unfortunately the mirror is now visible but I think the white glow
is interesting, although I didn't intend to create it. Feel free to
simplify or speed up my code.

//********************************************************************
#include "colors.inc"
#include "stones.inc"

#default {finish {ambient 0}}

// global_settings + photons added by William
global_settings {
   max_trace_level 99
   adc_bailout 1/127

   photons {
     count 20000
     max_trace_level 10
     autostop 0
     jitter 0
   }
 }

// end global_settings

// Begin additions by Yadgar
#declare s1=seed(1979);

#declare Yadgar_Silver = texture { //TA
   pigment { color rgb 0.75 }
   finish {
      brilliance 0.7
      diffuse 1
      reflection 0.5
      specular 0.8
      roughness 0.001
   }
};

#declare Silver_Ball= sphere {
    0, 0.04
    texture {Yadgar_Silver}
}
// End additions by Yadgar

camera {
   location <-5,10,-20>
   look_at 0
}

light_source {
   <1.5,1.3,-1.0>*10 color rgb 1.2 //brightened by Lukas Winter
   spotlight point_at y  radius 15 falloff 25 area_light  x*2,y*2,25,25
   circular    orient    adaptive 0 photons {
     refraction on reflection on
   }
 }


//changes by Lukas Winter
#macro blurred_reflection(pigm, fin, amount, sampl)
  texture
  {
    average
    texture_map
    {
      #while(sampl > 0)
        [1
          pigment { pigm }
          finish { fin }
          normal
          {
            bumps amount
            rotate <rand(s1), rand(s1), rand(s1)>
            translate x*rand(s1)
            scale rand(s1)*.1
          }
        ]
        #declare sampl = sampl -1;
      #end
    }
  }
#end

#declare plane_pigment = pigment { Grey };
#declare plane_finish = finish { reflection .5 specular .2 };
plane
{
   y, 0
   blurred_reflection(plane_pigment,
     plane_finish,
     .4, 15)
   no_reflection
   photons
   {
     reflection off
     collect on
   }
}

plane
{
  y, 0
  pigment { plane_pigment }
  finish { plane_finish }
  no_image
  no_shadow
}


light_source
{
  <-8, .8, 3>
  color <1, 1, .8>
  fade_power 2
  fade_distance .8
}

sphere
{
  <-8, .8, 3>, .8
  pigment
  {
    rgbt <1, 1, 1, 1>
  }
  hollow
  interior
  {
    media
    {
      emission 1.4*<1, 1, .8>
    }
  }
}


//end changes by Lukas Winter

#macro rubber(col)
   texture {
     pigment {color col}
     finish {specular 1/4}
     normal {bumps 1/50 scale 1/100}
   }
#end

sphere {<0,3,0>, 3  rubber(rgb x)}
sphere {<4,2,-3>, 2 rubber(rgb x+y)}
sphere {<-2,1,-4>, 1  rubber(rgb z)}

// Box added by William
box {
   <0, 0, 0>
   <2, 2, 2>
   //Distorted by Alain
   rotate -21
   scale<1.3,1,0.8>
   rotate 21
   //end distortion
   rotate y * 45
   translate z * -5
   texture
   {
      pigment { color rgbt 0.75 }
      normal {bumps 0.5 scale 0.2}
      finish {
       brilliance 0.5
       diffuse 0.1
       reflection 0.5
       specular 0.75
       roughness 0.001
     }
     
   }
   interior
   {
     ior 1.35
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
   }
// End of William's box

// Begin additions by Yadgar
#declare n=0;

#while (n<1800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <0, 3, 0>+3*<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<800)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <4, 2,
-3>+2*<sin(r1*(pi/180))*cos(r2), sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end

#declare n=0;

#while (n<200)
    #declare r1=rand(s1)*360;
    #declare r2=asin(rand(s1)*2-1);
    object { Silver_Ball translate <-2, 1, -4>+<sin(r1*(pi/180))*cos(r2),
sin(r2), cos(r1*(pi/180))*cos(r2)> }
    #declare n=n+1;
#end
// End additions by Yadgar

//Addition by Alain
union{
	plane{-z,-10 rotate -4*y}
	plane{z,-10 no_image no_shadow}
	pigment{rgb 0.9}
	hollow //to prevent the warning
	finish{reflection 0.97 }
	rotate 1*y
}
// End addition by Alain

// Addition by Tim Attwood
#macro RingOf(Obj StartPos IncRot Num)
  #local _COUNT = 0;
  #local _ROT = <0,0,0>;
  #while (_COUNT < Num)
    object {Obj translate StartPos
      rotate <_ROT.x,0,0>
      rotate <0,_ROT.y,0>
      rotate <0,0,_ROT.z>}
    #local _ROT = _ROT + IncRot;
    #local _COUNT = _COUNT + 1;
  #end
#end

#declare pin = union{
   union {
    sphere{0,0.0625}
    difference{ sphere{0,0.0625 scale 2*x}plane{x,0}} texture {
      pigment{Violet}
      finish {reflection 0.1
      specular 0.3
      roughness 0.001}
    }
    }
   cylinder{0,1.4*x,0.015}
   cone{<1.4,0,0>,0.015,<1.825,0,0>,0}
   rotate <0,0,-1.9>
   scale 1
   translate <0,-0.965,0>
   texture{Yadgar_Silver}
}
union { RingOf(pin, <-2,0,0>,<0,7,0>,12) rotate -75*y translate <-3,1,-5>}
// End addition by Tim Attwood


image found at http://www.geloescht.net/allerlei/pingpong2.png


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From: Christian Froeschlin
Subject: Re: Ping Pong Collaboration?
Date: 27 Mar 2007 15:30:12
Message: <46097ed4@news.povray.org>
Lukas Winter wrote:

> Increased the render times errr...

argh ... ;)

merged embedded sphere and panelled wall (replacing mirror),
in an attempt to refocus efforts.


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Attachments:
Download 'merger.jpg' (32 KB) Download 'merger.zip' (3 KB)

Preview of image 'merger.jpg'
merger.jpg

From: Chambers
Subject: Re: Ping Pong Collaboration?
Date: 27 Mar 2007 16:15:57
Message: <4609898d@news.povray.org>
Thomas de Groot wrote:
> Hey!! Nobody going on???
> 
> There are two branches from the original that can be pursued...
> 
> Inspiration anybody?  :-)
> 
> Thomas
> 
> 

Don't worry, I've got a few ideas...

...Chambers


Post a reply to this message

From: Alain
Subject: Re: Ping Pong Collaboration?
Date: 27 Mar 2007 18:37:28
Message: <4609aab8@news.povray.org>
Lukas Winter nous apporta ses lumieres en ce 27-03-2007 13:40:
> Increased the render times errr... added blurred reflection and a bright
> sphere. Unfortunately the mirror is now visible but I think the white glow
> is interesting, although I didn't intend to create it. Feel free to
> simplify or speed up my code.

You give no_reflection to the ground and the mirrors are rgb 0.9 and reflection 
0.97. The result: you see the colour if the mirrors.

-- 
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may lead you to believe that ex-lovers are 
really dying for you to telephone them at four in the morning.


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From: stm31415
Subject: Re: Ping Pong Collaboration?
Date: 28 Mar 2007 09:25:01
Message: <web.460a79a38631c8c2fc02165f0@news.povray.org>
It's.... A HUMAN HEAD! AAahhhhhh!

OK, so I was a touch disapointed that def gsus posted those beautifully
gruesome body parts. Totally makes my diembodied head look tame.

Oh, well.


-
Sam Bleckley
http://enso.freeshell.org/


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Attachments:
Download 'merger.jpg' (66 KB)

Preview of image 'merger.jpg'
merger.jpg


 

From: stm31415
Subject: Re: Ping Pong Collaboration?
Date: 28 Mar 2007 09:30:02
Message: <web.460a7bc18631c8c2fc02165f0@news.povray.org>
Uh, yes. Hmm. You probably want this, too.

-
Sam


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Attachments:
Download 'pong.zip' (104 KB)

From: Eero Ahonen
Subject: Re: Ping Pong Collaboration?
Date: 28 Mar 2007 16:28:39
Message: <460ade07@news.povray.org>
stm31415 wrote:
> It's.... A HUMAN HEAD! AAahhhhhh!
> 
> OK, so I was a touch disapointed that def gsus posted those beautifully
> gruesome body parts. Totally makes my diembodied head look tame.
> 
> Oh, well.
> 

Don't be dissapointed - your head gives ideas, even tough the ear is
leaking.

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


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Attachments:
Download 'pong.zip' (104 KB) Download 'pongagain.jpg' (59 KB)

Preview of image 'pongagain.jpg'
pongagain.jpg


 

From: Afishionado
Subject: Re: Ping Pong Collaboration?
Date: 29 Mar 2007 01:15:01
Message: <web.460b58a98631c8c26eeb23290@news.povray.org>
Tweaked the ior. Oh, yeah, and more photons! :-D

(The disembodied head is awesome!)

William


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Attachments:
Download 'pong.zip' (104 KB)

From: Afishionado
Subject: Re: Ping Pong Collaboration?
Date: 29 Mar 2007 17:15:02
Message: <web.460c39678631c8c26eeb23290@news.povray.org>
Oh, yeah, the picture. :-)

It took almost three hours to render on my laptop. :-P

William


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Attachments:
Download 'pongagain.jpg' (70 KB)

Preview of image 'pongagain.jpg'
pongagain.jpg


 

From: Lukas Winter
Subject: Re: Ping Pong Collaboration?
Date: 30 Mar 2007 08:07:09
Message: <pan.2007.03.30.13.07.08.847182@removeit.geloescht.net>
Am Thu, 29 Mar 2007 01:11:53 -0500 schrieb Afishionado:

> Tweaked the ior. Oh, yeah, and more photons! :-D
> 
> (The disembodied head is awesome!)
> 
> William

I'm sorry the render takes so long. Here is a replacement for my bad
macro. Perhaps it will fix the long render times with anti-aliasing a bit.
The new picture is really great, but if we go on adding so many time
consuming features I fear this game of pingpong will stop too soon.

#macro blurred_reflection(pigm, fin, amount, sampl)
  texture
  {
    average
    texture_map
    {
      #while(sampl > 0)
        [1
          pigment { pigm }
          finish { fin }
          normal
          {
            bumps amount
            rotate <rand(s1), rand(s1), rand(s1)>*360
            #local factor = 1000;
            #if(rand(s1) > .7)
              #local factor = .1;
            #end
            translate x*rand(s1)*factor
            scale (rand(s1)+.5) * factor
          }
        ]
        #declare sampl = sampl -1;
      #end
    }
  }
#end


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