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Paolo Gibellini napsal(a):
>> OGM underwater corn?
> GMO underwater corn?
> ;-)
> Paolo
OMG, GMO? :-)
--
You know you've been raytracing too long when...
you start thinking up your own "You know you've been raytracing too long
when..." sigs (I did).
-Johnny D
Johnny D
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stbenge <stb### [at] hotmail com> wrote:
> Hi again,
>
> Today I figured out how to populate an arbitrary triangular region in
> space with a definable density of spheres. This allowed me to create the
> image here. It's basically a geodesic sphere, but with the spherical
> component exaggerated for each sphere patch.
>
Wow! Marvelous. I'd definitely like to know how you did that. *Looks* to be
oh-so-complicated, code-wise.
Ken W.
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Thomas de Groot wrote:
> A small alien seed... very beautiful!
Thanks :)
> my guess is that the code is beautifully simple too. Am I right?
>
> Thomas
Parts of the code are simple, but my implementation is probably rather
messy.
Sam
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Paolo Gibellini wrote:
> OGM underwater corn?
> Very nice, indeed!
> ;-)
> Paolo
I thought it resembled corn somewhat, too. Thanks for the reply~
Sam
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Kenneth wrote:
> Wow! Marvelous. I'd definitely like to know how you did that. *Looks* to be
> oh-so-complicated, code-wise.
>
> Ken W.
Well, it could be less complicated, but I'm not always great at
optimizing code. Maybe I'll release some version of it, but I don't feel
up to it at the moment.
Sam
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Not bad - it looks even somehow atmospherical.
Sven
"stbenge" <stb### [at] hotmail com> schrieb im Newsbeitrag
news:482a503d@news.povray.org...
> Hi again,
>
> Today I figured out how to populate an arbitrary triangular region in
> space with a definable density of spheres. This allowed me to create the
> image here. It's basically a geodesic sphere, but with the spherical
> component exaggerated for each sphere patch.
>
> Questions and comments are always welcome~
>
> Sam
>
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Sven Littkowski wrote:
> Not bad - it looks even somehow atmospherical.
>
> Sven
Thanks!
Sam
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Hi
I already have some difficulties with the lights in my scenes. The light and
the atmosphere of your image are very interesting to me. Could you show or
explain me the way to do it.
Is there a tutorial about lights for some realistic light? My scenes usually
appear too much artificial
I learned much by observing other codes
thanks
thierry
http://pagesperso-orange.fr/mops/atelier05.html
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mops nous illumina en ce 2008-05-21 10:51 -->
> Hi
> I already have some difficulties with the lights in my scenes. The light
> and
> the atmosphere of your image are very interesting to me. Could you show or
> explain me the way to do it.
> Is there a tutorial about lights for some realistic light? My scenes
> usually
> appear too much artificial
> I learned much by observing other codes
>
> thanks
> thierry
>
> http://pagesperso-orange.fr/mops/atelier05.html
>
Things that will make your light look more natural:
1 - area_light. In the real world, point light only comes from stars. Use
adaptive to accelerate them. With adaptive, use a relatively large density:
something like 17x17 or 33x33. Still fast and almost no banding nor graininess.
2 - light fading. Use fade_distance <Some Value> and fade_power 2. fade_distance
should be commensurable with the appearent dimention of your source. You may
need to use some high intensity values, like rgb 100 or even more in some cases.
3 - Add some slight colouration, keep it subtle. Ex.: rgb<1.101, 1.007, 1> for a
slightly orangish light.
If you want to make a spherical area_light, use circular orient.
--
Alain
-------------------------------------------------
Grabel's Law: 2 is not equal to 3 -- not even for large values of 2.
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mops wrote:
> Hi
> I already have some difficulties with the lights in my scenes. The light
> and
> the atmosphere of your image are very interesting to me. Could you show or
> explain me the way to do it.
> Is there a tutorial about lights for some realistic light? My scenes
> usually
> appear too much artificial
> I learned much by observing other codes
>
> thanks
> thierry
Hello Thierry,
I almost always use area_lights. Lately I have been using POV version
3.7.0.beta.25 for the area_illuminate feature. The area_illuminate flag
causes an area_light to light up objects as if from an emitting square
patch of light. Very cool.
Here's an example light from one of my scenes:
light_source{
<0,1,0>*100000,
<1,.8,.5>*2
area_light x*250000,z*250000,8,8
jitter
adaptive 2
area_illumination on
}
I also use my Luminous Bloom .pov file for adding a post-process glare
effect to the entire image. I will probably release a new version soon,
and will report to this group when I do.
The last version can be found here:
news://news.povray.org:119/4606bd36@news.povray.org
> http://pagesperso-orange.fr/mops/atelier05.html
I downloaded your tangence.inc file. Great stuff! I can see it becoming
very useful. Your belt macros look very good, too.
Sam
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