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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}
}
Post a reply to this message
Attachments:
Download 'ping.jpg' (14 KB)
Preview of image 'ping.jpg'

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And here's my own first change.
...Chambers
Post a reply to this message
Attachments:
Download 'us-ascii' (1 KB)
Download 'ping.jpg' (11 KB)
Preview of image 'ping.jpg'

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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/
Post a reply to this message
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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>
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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
Post a reply to this message
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'

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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
Post a reply to this message
Attachments:
Download 'pingpong.png' (71 KB)
Preview of image 'pingpong.png'

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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
Post a reply to this message
Attachments:
Download 'pingpong.jpg' (18 KB)
Preview of image 'pingpong.jpg'

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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>
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Oops. See my other reply which ended up in the wrong part of the thread.
Post a reply to this message
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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>
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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
Post a reply to this message
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> 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
Post a reply to this message
Attachments:
Download 'pingpong.png' (448 KB)
Preview of image 'pingpong.png'

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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
Post a reply to this message
Attachments:
Download 'pingpong.jpg' (54 KB)
Preview of image 'pingpong.jpg'

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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>
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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
Post a reply to this message
Attachments:
Download 'PingPong.jpg' (21 KB)
Preview of image 'PingPong.jpg'

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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
Post a reply to this message
Attachments:
Download 'collaboration.jpg' (38 KB)
Preview of image 'collaboration.jpg'

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Hey!! Nobody going on???
There are two branches from the original that can be pursued...
Inspiration anybody? :-)
Thomas
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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
Post a reply to this message
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Lukas Winter wrote:
> Increased the render times errr...
argh ... ;)
merged embedded sphere and panelled wall (replacing mirror),
in an attempt to refocus efforts.
Post a reply to this message
Attachments:
Download 'merger.jpg' (32 KB)
Download 'merger.zip' (3 KB)
Preview of image 'merger.jpg'

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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
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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.
Post a reply to this message
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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/
Post a reply to this message
Attachments:
Download 'merger.jpg' (66 KB)
Preview of image 'merger.jpg'

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Uh, yes. Hmm. You probably want this, too.
-
Sam
Post a reply to this message
Attachments:
Download 'pong.zip' (104 KB)
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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] removethis zbxt net invalid
Post a reply to this message
Attachments:
Download 'pong.zip' (104 KB)
Download 'pongagain.jpg' (59 KB)
Preview of image 'pongagain.jpg'

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Tweaked the ior. Oh, yeah, and more photons! :-D
(The disembodied head is awesome!)
William
Post a reply to this message
Attachments:
Download 'pong.zip' (104 KB)
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Oh, yeah, the picture. :-)
It took almost three hours to render on my laptop. :-P
William
Post a reply to this message
Attachments:
Download 'pongagain.jpg' (70 KB)
Preview of image 'pongagain.jpg'

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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
Post a reply to this message
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