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Hi again,
I stored the vertices of both a dodecahedron and an icosahedron into
arrays, and and have morphed the two together. The points were found by
employing the vtransform() macro to a starting vector, using rotation
values from "shapes2.inc". A simple linear interpolation was performed
to create a patch of spheres, which was in turn copied and rotated in a
dodecahedral fashion. I'm just getting my feet wet here, so-to-speak.
Questions, comments, I'd like to hear 'em~
Sam
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Attachments:
Download 'lbtest3_25b.jpg' (74 KB)
Preview of image 'lbtest3_25b.jpg'
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stbenge <stb### [at] hotmailcom> wrote:
> Hi again,
>
> I stored the vertices of both a dodecahedron and an icosahedron into
> arrays, and and have morphed the two together. The points were found by
> employing the vtransform() macro to a starting vector, using rotation
> values from "shapes2.inc". A simple linear interpolation was performed
> to create a patch of spheres, which was in turn copied and rotated in a
> dodecahedral fashion. I'm just getting my feet wet here, so-to-speak.
>
> Questions, comments, I'd like to hear 'em~
>
> Sam
Excellent piece. Very tactile looking.
Best Regards,
Mike C.
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stbenge <stb### [at] hotmailcom> wrote:
> Hi again,
>
> I stored the vertices of both a dodecahedron and an icosahedron into
> arrays, and and have morphed the two together. The points were found by
> employing the vtransform() macro to a starting vector, using rotation
> values from "shapes2.inc". A simple linear interpolation was performed
> to create a patch of spheres, which was in turn copied and rotated in a
> dodecahedral fashion. I'm just getting my feet wet here, so-to-speak.
>
> Questions, comments, I'd like to hear 'em~
>
> Sam
Clever! And thanks for the motivation! I have a version of this path-tracing
now, but I don't think I'll be able to afford the render time. Just five
independent, interlocking pieces. The real thing is back home. It's easy to
hold it, turn it, and stare at it for quite some time.
- Ricky
Post a reply to this message
Attachments:
Download 'tetra_3.jpg' (94 KB)
Preview of image 'tetra_3.jpg'
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triple_r wrote:
> Clever! And thanks for the motivation!
Thanks! Glad to be of service :)
> I have a version of this path-tracing
> now, but I don't think I'll be able to afford the render time. Just five
> independent, interlocking pieces. The real thing is back home. It's easy to
> hold it, turn it, and stare at it for quite some time.
>
> - Ricky
Whoa, that look like a photograph, TR. *Very* nice! How did you model
it? How did you add the luminous bloom effect? Keep posting things like
that :)
Sam
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Mike the Elder wrote:
>
> Excellent piece.
Thanks.
> Very tactile looking.
Yeah, it reminds me of thermal underwear, or an ACE bandage.
Sam
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stbenge <stb### [at] hotmailcom> wrote:
> Whoa, that look like a photograph, TR. *Very* nice! How did you model
> it? How did you add the luminous bloom effect? Keep posting things like
> that :)
Thanks, but you won't be so congratulatory when I describe the process:
Wood? image_map from http://www.defcon-x.de/textures
Tetrahedron? Wings3d
And for the real kicker,
Bloom? *gimp* (no color correction though)
I played around with bokeh for bloom or blurring a copy and putting it in front
of the camera, but when it comes right down to it, it's VERY difficult to beat
the controllability and efficiency of post-processing--the bokeh tests I posted
a while back took a whole lot of samples. That means I only respect you more
for getting it to work, but I really shouldn't be spending this much time on
POV-Ray projects, so I try to make the most of it. And if that doesn't fly,
I'll have to go for the, "I was young and dumb... it was just a different time
back then" defense. ;)
- Ricky
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"triple_r" <nomail@nomail> wrote:
> stbenge <stb### [at] hotmailcom> wrote:
> Clever! And thanks for the motivation! I have a version of this path-tracing
> now, but I don't think I'll be able to afford the render time. Just five
> independent, interlocking pieces. The real thing is back home. It's easy to
> hold it, turn it, and stare at it for quite some time.
This, and Samuel Benge's recent images, perhaps some others, show a bloomy kind
of 'new' lighting effect. I think I first noticed a similar effect in Tek's
marvelous 'Elements' image. How're you doing it if I may ask? Good use of
focal blur is certainly a part of it, but there's something about the lights
too ...
--
jussi
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jute wrote:
> This, and Samuel Benge's recent images, perhaps some others, show a bloomy kind
> of 'new' lighting effect. I think I first noticed a similar effect in Tek's
> marvelous 'Elements' image. How're you doing it if I may ask? Good use of
> focal blur is certainly a part of it, but there's something about the lights
> too ...
>
> --
> jussi
In my case I'm using POV for the bloom effect. It's a post-process
effect, but uses POV to do it. This satisfies the POV-purists somewhat.
I released the code come time ago, under the name of "luminous color
bleeding" or something to that effect. I've been using a more up-to-date
version recently which preserves more of the color.
I should probably release the new code, since I've been "testing" it for
months now. It seems to work pretty well, and I think it might be faster
than the old version.
Sam
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