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Is that a character from Hamtaro?
Good compositing of 2D clip art, it turned out very well. I sometimes
use Pov-ray like this as well, and it always feels like swatting a fly
with a Buick, but somehow often ends up being the easiest way I know to
get it done.
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Sorry if that sounded accusatory; I was just trying to understand what
was going on in the image.
It's cool. :-)
--
William Tracy
afi### [at] gmailcom wtr### [at] calpolyedu
You know you've been raytracing too long when you're watching Bay Watch
on the telly, see Pamela A. walking by and shout out "Great bump mapping!"
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William Tracy wrote:
> Sorry if that sounded accusatory; I was just trying to understand what
> was going on in the image.
>
> It's cool. :-)
It's okay. No flames were thrown :)
Sam
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Kevin Wampler wrote:
> Is that a character from Hamtaro?
Indeed it is.
> Good compositing of 2D clip art, it turned out very well.
Thank you!
> I sometimes
> use Pov-ray like this as well, and it always feels like swatting a fly
> with a Buick, but somehow often ends up being the easiest way I know to
> get it done.
Lol, it does seem like overkill sometimes. When you consider the
options, it always turns out that POV is much more configurable. You're
not stuck with bad choices. Things can always be changed and
experimented with. Plus, you don't have horrible refresh rates. If I had
done this completely with Illustrator, I would have dealt with horrible
redraw rates which would have slowed everything down. With POV I can
just render a tiny section of the screen, or the whole screen (but
smaller), to get an idea of what the final outcome will be. Gotta love it :)
Sam
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Samuel Benge wrote:
> It's okay. No flames were thrown :)
>
> Sam
If I came across as annoyed, it's because I've been interested in how
people do 'toon rendering in POV, and was slightly disappointed to find
that wasn't what this was. :-P
I get too lazy to draw cartoons by hand. ;-)
--
William Tracy
afi### [at] gmailcom wtr### [at] calpolyedu
You know you've been raytracing too long when you boot your computer
with multiple OSs to see which loads the new version of POV-Ray faster.
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"William Tracy" <wtr### [at] calpolyedu> schreef in bericht
news:46de3035$1@news.povray.org...
>
> If I came across as annoyed, it's because I've been interested in how
> people do 'toon rendering in POV, and was slightly disappointed to find
> that wasn't what this was. :-P
No, no! I didn't feel you were annoyed. Samuel's image reminded me how
universally in a sense, POV-Ray can be made to work.
>
> I get too lazy to draw cartoons by hand. ;-)
Shame on you!! :-)
Thomas
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William Tracy wrote:
> Samuel Benge wrote:
>> It's okay. No flames were thrown :)
>
> If I came across as annoyed, it's because I've been interested in how
> people do 'toon rendering in POV, and was slightly disappointed to find
> that wasn't what this was. :-P
>
I do plan on making such a render in the future... if I do, you can be
sure I'll share the source ;)
> I get too lazy to draw cartoons by hand. ;-)
What operating system are you running? Depending on the system, you
could get a nice vector manipulation program for free. It would make
things easier in that department. I used Adobe Illustrator (not free,
obviously) for Boss, but would have used InkScape if it worked under
Windows 98. InkScape is supposed to be really nice... possibly rivaling
Illustrator.
Sam
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Samuel Benge wrote:
> What operating system are you running? Depending on the system, you
> could get a nice vector manipulation program for free. It would make
> things easier in that department. I used Adobe Illustrator (not free,
> obviously) for Boss, but would have used InkScape if it worked under
> Windows 98. InkScape is supposed to be really nice... possibly rivaling
> Illustrator.
I'm on Linux, and have doodled with InkScape before, though not enough
to really learn it. (I'm still lost when it comes to anything more
complicated than geometric shapes...)
I keep daydreaming about starting some kind of webcomic "one of these
days." (I have too many programming projects going on, as it is.) I
really like the idea of being able to build a 3D model and render it
from different angles, as opposed to re-drawing it again for each scene,
hence the lazy bit. :-)
So, I keep watching the different macros that people come up with for
toon-shading in POV.
--
William Tracy
afi### [at] gmailcom wtr### [at] calpolyedu
You know you've been raytracing too long when you spend more time
"tweaking" a texture than modelling the rest of the scene.
Twyst
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William Tracy wrote:
> I'm on Linux, and have doodled with InkScape before, though not enough
> to really learn it. (I'm still lost when it comes to anything more
> complicated than geometric shapes...)
Splines are easy to use, once you get used to them. I used Macromedia
Freehand (which is like Illustrator or InkScape) almost exclusively for
three years with one company. It didn't take me nearly that long to
master it. After awhile, it became like a third hand to me :)
> I keep daydreaming about starting some kind of webcomic "one of these
> days."
Lol. I still need to write a tutorial "one of these days" !
> (I have too many programming projects going on, as it is.) I
> really like the idea of being able to build a 3D model and render it
> from different angles, as opposed to re-drawing it again for each scene,
> hence the lazy bit. :-)
>
> So, I keep watching the different macros that people come up with for
> toon-shading in POV.
Do you know about "smooth-shifting"? I don't know what it's called in
programs other than LightWave Modeler, but basically it shifts the
outside of the mesh in or out by a given value. For example a torus
could be made into either a thin ring or a very fat donut. The reason I
mention this is because an extra copy of a smooth-shifted mesh could be
used effectively for a cartoon outline of the actual thing. I hope to
eventually post an image showing that.
Sam
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My son has found it lovely ...and now it's waiting for Hamtaro!
;-)
Paolo
>"Samuel Benge" <stb### [at] THIShotmailcom> wrote:
> Rendered in a single pass with one point light. No aa or focal blur.
>
> Render time: 7m:22s.
>
> Questions and comments, welcome as always!
>
> Sam
>
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