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10 Oct 2026 13:26:21 EDT (-0400)
  Porous Rock (Message 1 to 22 of 22)  
From: Tek
Subject: Porous Rock
Date: 4 Jul 2008 16:07:01
Message: <486e82e5@news.povray.org>
I was messing around with some multifractals and came up with this. It's 
based on a crackle form <1,0,0> repeated like a perlin multi-fractal over 8 
octaves. The heightfield renders pretty quick (19 minutes) but the isosurfae 
took an amazing 9 hours!

Here's the code for the pattern, the Curve value adjusts how the holes look. 
Have a look at p.b.a to see what happens when I animate that value!:

pigment {
 #local Curve=1/8; // small values make it look porous
 #local Omega=0.5;
 #local Lambda=2;
 #local Octaves=8;
 pigment_pattern {
  average
  pigment_map {
   #local octave=0;
   #while ( octave < Octaves )
    [pow(Omega,octave)
     pigment_pattern {
      crackle form <.9,0,0>
      scale pow(Lambda,-octave)
      colour_map {[0 rgb 1][1 rgb 0]}
     }
     poly_wave 1/Curve
    ]
    #local octave=octave+1;
   #end
  }
 }
 poly_wave Curve
 colour_map {[0 rgb 1][1 rgb 0]}
}


-- 
Tek
http://evilsuperbrain.com


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From: Jan Dvorak
Subject: Re: Porous Rock
Date: 4 Jul 2008 16:24:50
Message: <486e8712$1@news.povray.org>
Tek napsal(a):
> I was messing around with some multifractals and came up with this. It's 
> based on a crackle form <1,0,0> repeated like a perlin multi-fractal over 8 
> octaves. The heightfield renders pretty quick (19 minutes) but the isosurfae 
> took an amazing 9 hours!
> 
> Here's the code for the pattern, the Curve value adjusts how the holes look. 
> Have a look at p.b.a to see what happens when I animate that value!:
> 
I really like it. It looks a bit like a solidified lava.


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From: Bill Pragnell
Subject: Re: Porous Rock
Date: 4 Jul 2008 18:25:01
Message: <web.486ea2f71771580bc13b84b50@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> I was messing around with some multifractals and came up with this. It's

Lovely! Karst and pumice. :)


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From: Kenneth
Subject: Re: Porous Rock
Date: 6 Jul 2008 12:35:00
Message: <web.4870f25b1771580b78dcad930@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> I was messing around with some multifractals and came up with this. It's
> based on a crackle form <1,0,0> repeated like a perlin multi-fractal over 8
> octaves. The heightfield renders pretty quick (19 minutes) but the isosurfae
> took an amazing 9 hours!


I've been trying (unsuccessfully) to come up with something like this for
awhile; thanks for sharing it.
Nicely done.

Ken W.


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From: Tek
Subject: Re: Porous Rock
Date: 8 Jul 2008 16:30:32
Message: <4873ce68@news.povray.org>
I rendered a detailed version! It took an impressive 3.5 days!!!

-- 
Tek
http://evilsuperbrain.com


"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:486e82e5@news.povray.org...
>I was messing around with some multifractals and came up with this. It's
> based on a crackle form <1,0,0> repeated like a perlin multi-fractal over
> 8
> octaves. The heightfield renders pretty quick (19 minutes) but the
> isosurfae
> took an amazing 9 hours!
>
> Here's the code for the pattern, the Curve value adjusts how the holes
> look.
> Have a look at p.b.a to see what happens when I animate that value!:
>
> pigment {
> #local Curve=1/8; // small values make it look porous
> #local Omega=0.5;
> #local Lambda=2;
> #local Octaves=8;
> pigment_pattern {
>  average
>  pigment_map {
>   #local octave=0;
>   #while ( octave < Octaves )
>    [pow(Omega,octave)
>     pigment_pattern {
>      crackle form <.9,0,0>
>      scale pow(Lambda,-octave)
>      colour_map {[0 rgb 1][1 rgb 0]}
>     }
>     poly_wave 1/Curve
>    ]
>    #local octave=octave+1;
>   #end
>  }
> }
> poly_wave Curve
> colour_map {[0 rgb 1][1 rgb 0]}
> }
>
>
> -- 
> Tek
> http://evilsuperbrain.com
>
>
>


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From: Thibaut Jonckheere
Subject: Re: Porous Rock
Date: 8 Jul 2008 17:03:36
Message: <4873d628$1@news.povray.org>
Tek a écrit :
> I rendered a detailed version! It took an impressive 3.5 days!!!
> 
> 

Wow! The result is worth the long wait.


tuabiht


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From: Rarius
Subject: Re: Porous Rock
Date: 8 Jul 2008 19:38:16
Message: <4873fa68$1@news.povray.org>
3 days... on what hardware?

Rarius

"Tek" <tek### [at] evilsuperbraincom> wrote in message 
news:4873ce68@news.povray.org...
>I rendered a detailed version! It took an impressive 3.5 days!!!
>
> -- 
> Tek
> http://evilsuperbrain.com
>
>
> "Tek" <tek### [at] evilsuperbraincom> wrote in message
> news:486e82e5@news.povray.org...
>>I was messing around with some multifractals and came up with this. It's
>> based on a crackle form <1,0,0> repeated like a perlin multi-fractal over
>> 8
>> octaves. The heightfield renders pretty quick (19 minutes) but the
>> isosurfae
>> took an amazing 9 hours!
>>
>> Here's the code for the pattern, the Curve value adjusts how the holes
>> look.
>> Have a look at p.b.a to see what happens when I animate that value!:
>>
>> pigment {
>> #local Curve=1/8; // small values make it look porous
>> #local Omega=0.5;
>> #local Lambda=2;
>> #local Octaves=8;
>> pigment_pattern {
>>  average
>>  pigment_map {
>>   #local octave=0;
>>   #while ( octave < Octaves )
>>    [pow(Omega,octave)
>>     pigment_pattern {
>>      crackle form <.9,0,0>
>>      scale pow(Lambda,-octave)
>>      colour_map {[0 rgb 1][1 rgb 0]}
>>     }
>>     poly_wave 1/Curve
>>    ]
>>    #local octave=octave+1;
>>   #end
>>  }
>> }
>> poly_wave Curve
>> colour_map {[0 rgb 1][1 rgb 0]}
>> }
>>
>>
>> -- 
>> Tek
>> http://evilsuperbrain.com
>>
>>
>>
>
>
>
>


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From: Jan Dvorak
Subject: Re: Porous Rock
Date: 9 Jul 2008 02:32:41
Message: <48745b89@news.povray.org>
Rarius napsal(a):

I think a lot of time was taken by radiosity
> 3 days... on what hardware?
> 
> Rarius
> 
> "Tek" <tek### [at] evilsuperbraincom> wrote in message 
> news:4873ce68@news.povray.org...
>> I rendered a detailed version! It took an impressive 3.5 days!!!
>>
>> -- 
>> Tek
>> http://evilsuperbrain.com
>>
>>
>> "Tek" <tek### [at] evilsuperbraincom> wrote in message
>> news:486e82e5@news.povray.org...
>>> I was messing around with some multifractals and came up with this. It's
>>> based on a crackle form <1,0,0> repeated like a perlin multi-fractal over
>>> 8
>>> octaves. The heightfield renders pretty quick (19 minutes) but the
>>> isosurfae
>>> took an amazing 9 hours!


-- 
You know you've been raytracing too long when...
you ever saw a beautiful scenery and regretted not to take your 6" 
reflective ball and a digital camera, thinking "this would have been a 
perfect light probe"
		-Johnny D
Johnny D


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From: Tek
Subject: Re: Porous Rock
Date: 9 Jul 2008 14:50:49
Message: <48750889$1@news.povray.org>
"Rarius" <rar### [at] rariuscouk> wrote in message 
news:4873fa68$1@news.povray.org...
>3 days... on what hardware?

Intel Core2 Quad CPU, Q6600 @ 2.40GHz (my work PC)
Though it was rendered in Megapov, so it only used 1 of those 4 cores

The time is taken because it's based on the crackle pigment - one of 
povray's slowest patterns - and I'm reading from that multiple times (once 
per octave, and 10 octaves for that picture). On top of that there's the 
huge resolution, anti-aliasing, radiosity, and high max_gradient in the 
isosurface.

-- 
Tek
http://evilsuperbrain.com


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From: Robert McGregor
Subject: Re: Porous Rock
Date: 9 Jul 2008 18:10:00
Message: <web.487536861771580bbd1b3ad10@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> I rendered a detailed version! It took an impressive 3.5 days!!!

Wow Tek, this is really gorgeous! I'm gonna render one for a few days myself :)

-Rob

"There is no spoon."


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From: Rob Richards
Subject: Re: Porous Rock
Date: 12 Jul 2008 07:20:32
Message: <in4h74tllnc5r82ropj3sg006boujelu77@4ax.com>
Wow, thats fantastic. Can I ask how the isosurface was defined ? i.e.
is it a sphere - this pattern ? Or am i way off base !

On Fri, 4 Jul 2008 21:06:51 +0100, "Tek" <tek### [at] evilsuperbraincom>
wrote:

>I was messing around with some multifractals and came up with this. It's 
>based on a crackle form <1,0,0> repeated like a perlin multi-fractal over 8 
>octaves. The heightfield renders pretty quick (19 minutes) but the isosurfae 
>took an amazing 9 hours!
>
>Here's the code for the pattern, the Curve value adjusts how the holes look. 
>Have a look at p.b.a to see what happens when I animate that value!:
>
>pigment {
> #local Curve=1/8; // small values make it look porous
> #local Omega=0.5;
> #local Lambda=2;
> #local Octaves=8;
> pigment_pattern {
>  average
>  pigment_map {
>   #local octave=0;
>   #while ( octave < Octaves )
>    [pow(Omega,octave)
>     pigment_pattern {
>      crackle form <.9,0,0>
>      scale pow(Lambda,-octave)
>      colour_map {[0 rgb 1][1 rgb 0]}
>     }
>     poly_wave 1/Curve
>    ]
>    #local octave=octave+1;
>   #end
>  }
> }
> poly_wave Curve
> colour_map {[0 rgb 1][1 rgb 0]}
>}


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From: Tek
Subject: Re: Porous Rock
Date: 12 Jul 2008 14:08:22
Message: <4878f316$1@news.povray.org>
"Rob Richards" <ari### [at] btinternetcom> wrote in message 
news:in4h74tllnc5r82ropj3sg006boujelu77@4ax.com...
> Wow, thats fantastic. Can I ask how the isosurface was defined ? i.e.
> is it a sphere - this pattern ? Or am i way off base !

You're exactly right, sphere - pattern.

-- 
Tek
http://evilsuperbrain.com


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From: Dre
Subject: Re: Porous Rock
Date: 13 Jul 2008 19:28:48
Message: <487a8fb0@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message 
news:4878f316$1@news.povray.org...
> "Rob Richards" <ari### [at] btinternetcom> wrote in message 
> news:in4h74tllnc5r82ropj3sg006boujelu77@4ax.com...
>> Wow, thats fantastic. Can I ask how the isosurface was defined ? i.e.
>> is it a sphere - this pattern ? Or am i way off base !
>
> You're exactly right, sphere - pattern.
>
> -- 
> Tek
> http://evilsuperbrain.com
>
>

Hmmm, there must be something I'm doing really wrong then as all I can get 
out of this is a flat textured shape, I dont get any porous effects at all!

If I render it as a hightfield it also looks totally wrong :(

Meh, goes back to fiddle some more...

Cheers Dre


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From: SharkD
Subject: Re: Porous Rock
Date: 13 Jul 2008 22:35:00
Message: <web.487abb1b1771580b302c26d00@news.povray.org>
"Dre" <and### [at] gmailcom> wrote:
> Hmmm, there must be something I'm doing really wrong then as all I can get
> out of this is a flat textured shape, I dont get any porous effects at all!
>
> If I render it as a hightfield it also looks totally wrong :(
>
> Meh, goes back to fiddle some more...
>
> Cheers Dre

I'm guessing that you're supposed to use it as an object pattern. Basically, an
object pattern is a pattern turned into an object that you can use in CSG.

-Mike


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From: SharkD
Subject: Re: Porous Rock
Date: 13 Jul 2008 22:40:01
Message: <web.487abbde1771580b302c26d00@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> I was messing around with some multifractals and came up with this. It's
> based on a crackle form <1,0,0> repeated like a perlin multi-fractal over 8
> octaves. The heightfield renders pretty quick (19 minutes) but the isosurfae
> took an amazing 9 hours!

It looks incredible! I'm wondering what the results would be in terms of
rendering times if you used a mesh instead of an isosurface. I know there's an
external utitlity to replace parametric objects with meshes. I can't recall if
there's also one for isosurfaces.

Of course, the typical parametric curve tends to be much smoother than the
object you've created here. Not sure if this is the ideal application for
meshes.

-Mike


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From: Dre
Subject: Re: Porous Rock
Date: 14 Jul 2008 00:05:15
Message: <487ad07b@news.povray.org>
"SharkD" <nomail@nomail> wrote in message 
news:web.487abb1b1771580b302c26d00@news.povray.org...
> "Dre" <and### [at] gmailcom> wrote:
>> Hmmm, there must be something I'm doing really wrong then as all I can 
>> get
>> out of this is a flat textured shape, I dont get any porous effects at 
>> all!
>>
>> If I render it as a hightfield it also looks totally wrong :(
>>
>> Meh, goes back to fiddle some more...
>>
>> Cheers Dre
>
> I'm guessing that you're supposed to use it as an object pattern. 
> Basically, an
> object pattern is a pattern turned into an object that you can use in CSG.
>
> -Mike
>

hmm, still above my abilities, I'll keep reading...

Thanks for the info though.

Cheers Dre


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From: SharkD
Subject: Re: Porous Rock
Date: 14 Jul 2008 01:05:01
Message: <web.487addc91771580b302c26d00@news.povray.org>
"Dre" <and### [at] gmailcom> wrote:
> "SharkD" <nomail@nomail> wrote in message
> > I'm guessing that you're supposed to use it as an object pattern.
> > Basically, an
> > object pattern is a pattern turned into an object that you can use in CSG.
> >
> > -Mike
> >
>
> hmm, still above my abilities, I'll keep reading...
>
> Thanks for the info though.
>
> Cheers Dre

Doh! I got that completely backwards! An object pattern is an *object* that is
turned into a *pattern*, not the other way around. Sorry!

-Mike


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From: Mike Williams
Subject: Re: Porous Rock
Date: 14 Jul 2008 01:32:20
Message: <+9fE9HBAMueIFwOY@econym.demon.co.uk>
Wasn't it Dre who wrote:
>"Tek" <tek### [at] evilsuperbraincom> wrote in message
>news:4878f316$1@news.povray.org...
>> "Rob Richards" <ari### [at] btinternetcom> wrote in message
>> news:in4h74tllnc5r82ropj3sg006boujelu77@4ax.com...
>>> Wow, thats fantastic. Can I ask how the isosurface was defined ? i.e.
>>> is it a sphere - this pattern ? Or am i way off base !
>>
>> You're exactly right, sphere - pattern.
>>
>> --
>> Tek
>> http://evilsuperbrain.com
>>
>>
>
>Hmmm, there must be something I'm doing really wrong then as all I can get
>out of this is a flat textured shape, I dont get any porous effects at all!
>
>If I render it as a hightfield it also looks totally wrong :(
>
>Meh, goes back to fiddle some more...

It goes something like this:

#version 3.6;

global_settings {assumed_gamma 1.0}

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

background {rgb <.8,.8,1>}

light_source {<-30, 100, -30> color rgb 0.5}
light_source {<0, 10, -30> color rgb 0.5}

#declare P = function{pigment {
 #local Curve=1/8; // small values make it look porous
 #local Omega=0.5;
 #local Lambda=2;
 #local Octaves=8;
 pigment_pattern {
  average
  pigment_map {
   #local octave=0;
   #while ( octave < Octaves )
    [pow(Omega,octave)
     pigment_pattern {
      crackle form <.9,0,0>
      scale pow(Lambda,-octave)
      colour_map {[0 rgb 1][1 rgb 0]}
     }
     poly_wave 1/Curve
    ]
    #local octave=octave+1;
   #end
  }
 }
 poly_wave Curve
 colour_map {[0 rgb 1][1 rgb 0]}
}}

#declare  S = function {x*x + y*y + z*z - 1}

isosurface {
  function { S(x,y,z) - P(x,z,y).grey*2 }
        max_gradient 70
        contained_by{sphere{0,1.5}}
        pigment {rgb 1}
  scale 3
}

I've not done any radiosity or other fancy rendering on this, so it
renders a bit faster but doesn't look as good.

Try tweaking the numbers in "grey*2" and "scale 3".

-- 
Mike Williams
Gentleman of Leisure


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From: Dre
Subject: Re: Porous Rock
Date: 14 Jul 2008 02:00:42
Message: <487aeb8a@news.povray.org>
"Mike Williams" <nos### [at] econymdemoncouk> wrote in message 
news:+9fE### [at] econymdemoncouk...
> Wasn't it Dre who wrote:
>>"Tek" <tek### [at] evilsuperbraincom> wrote in message
>>news:4878f316$1@news.povray.org...
>>> "Rob Richards" <ari### [at] btinternetcom> wrote in message
>>> news:in4h74tllnc5r82ropj3sg006boujelu77@4ax.com...
>>>> Wow, thats fantastic. Can I ask how the isosurface was defined ? i.e.
>>>> is it a sphere - this pattern ? Or am i way off base !
>>>
>>> You're exactly right, sphere - pattern.
>>>
>>> --
>>> Tek
>>> http://evilsuperbrain.com
>>>
>>>
>>
>>Hmmm, there must be something I'm doing really wrong then as all I can get
>>out of this is a flat textured shape, I dont get any porous effects at 
>>all!
>>
>>If I render it as a hightfield it also looks totally wrong :(
>>
>>Meh, goes back to fiddle some more...
>
> It goes something like this:
>
> #version 3.6;
>
> global_settings {assumed_gamma 1.0}
>
> camera {location  <0,0,-10> look_at <0,0,0>}
>
> background {rgb <.8,.8,1>}
>
> light_source {<-30, 100, -30> color rgb 0.5}
> light_source {<0, 10, -30> color rgb 0.5}
>
> #declare P = function{pigment {
> #local Curve=1/8; // small values make it look porous
> #local Omega=0.5;
> #local Lambda=2;
> #local Octaves=8;
> pigment_pattern {
>  average
>  pigment_map {
>   #local octave=0;
>   #while ( octave < Octaves )
>    [pow(Omega,octave)
>     pigment_pattern {
>      crackle form <.9,0,0>
>      scale pow(Lambda,-octave)
>      colour_map {[0 rgb 1][1 rgb 0]}
>     }
>     poly_wave 1/Curve
>    ]
>    #local octave=octave+1;
>   #end
>  }
> }
> poly_wave Curve
> colour_map {[0 rgb 1][1 rgb 0]}
> }}
>
> #declare  S = function {x*x + y*y + z*z - 1}
>
> isosurface {
>  function { S(x,y,z) - P(x,z,y).grey*2 }
>        max_gradient 70
>        contained_by{sphere{0,1.5}}
>        pigment {rgb 1}
>  scale 3
> }
>
> I've not done any radiosity or other fancy rendering on this, so it
> renders a bit faster but doesn't look as good.
>
> Try tweaking the numbers in "grey*2" and "scale 3".
>
> -- 
> Mike Williams
> Gentleman of Leisure

Whoa, okay so I was waaaaaaay off base here!

But I now know where I went wrong (massivly wrong, hehehe).  I'm still 
learning how to use isosurfaces properly and that was my mistake, thanks 
very much for that bit of code, thats cleared that up for me nicely.

Now to start playing around!

Cheers Dre


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From: Dre
Subject: Re: Porous Rock
Date: 14 Jul 2008 02:01:21
Message: <487aebb1$1@news.povray.org>
"SharkD" <nomail@nomail> wrote in message 
news:web.487addc91771580b302c26d00@news.povray.org...
> "Dre" <and### [at] gmailcom> wrote:
>> "SharkD" <nomail@nomail> wrote in message
>> > I'm guessing that you're supposed to use it as an object pattern.
>> > Basically, an
>> > object pattern is a pattern turned into an object that you can use in 
>> > CSG.
>> >
>> > -Mike
>> >
>>
>> hmm, still above my abilities, I'll keep reading...
>>
>> Thanks for the info though.
>>
>> Cheers Dre
>
> Doh! I got that completely backwards! An object pattern is an *object* 
> that is
> turned into a *pattern*, not the other way around. Sorry!
>
> -Mike
>

Thats ok I was way off anyway, its been cleared up now though so all good!

Cheers Dre


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From: Tek
Subject: Re: Porous Rock
Date: 15 Jul 2008 20:38:41
Message: <487d4311$1@news.povray.org>
"SharkD" <nomail@nomail> wrote in message 
news:web.487abbde1771580b302c26d00@news.povray.org...
>
> It looks incredible! I'm wondering what the results would be in terms of
> rendering times if you used a mesh instead of an isosurface. I know 
> there's an
> external utitlity to replace parametric objects with meshes. I can't 
> recall if
> there's also one for isosurfaces.
>
> Of course, the typical parametric curve tends to be much smoother than the
> object you've created here. Not sure if this is the ideal application for
> meshes.

Well theoretically it would be quicker, it depends how much detail you need. 
If you want triangles that are about 2 pixels big in the finished image then 
it probably isn't going to be much quicker, since you'd have to create 
triangles for the back and lots of areas that are out of sight (because you 
don't know what angle the mesh will be viewed from), so you'd still end up 
sampling the shape about as many times as the isosurface does...

Though actually I'm probably way off with that... I was forgetting about all 
the extra rays it traces for shadows and radiosity. e.g. Assuming you go 
with a volumetric approach, something like a marching cubes algorithm, I 
think that will sample the pattern much more efficiently since each point in 
the grid of samples would only be accessed once... But then the question is 
how slow is it to render a mesh of that complexity? And how much detail can 
we use before pov runs out of memory? And more to the point, do I really 
need it to render quickly when I have a quad processor machine at work 
that's got nothing to do at the weekend? ;)

Of course, the heightfield I rendered is technically a mesh made from 
sampling it, but that's not volumetric so the little round holes get 
stretched into deep pits. It looks similar, and is a hell of a lot faster, 
but it's not quite right.

-- 
Tek
http://evilsuperbrain.com


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From: Sven Littkowski
Subject: Re: Porous Rock
Date: 27 Jul 2008 15:01:41
Message: <488cc615$1@news.povray.org>
Tek, that porous stone looks perfect! it catapults me straight to some 
beach, in my imagination! I could even imagine to hear the sound of the 
waves which made the stone porous, and the cry of seagulls. I can even smell 
the salty air at the beach with the loud waves.

Missing: some of the little other things you see at the beaches. Maybe some 
sea plant swept on the land, or some little tree branch which was also swept 
back to the beach. Make the sky tropical blue (darker, still intensive), and 
place maybe some palms very far in the background, just visible with their 
tops. Maybe a pair of beach sandals someone left at the bottom of this rock.

Wonderful picture, one of the best works i have seen here, so far! You set a 
milestone. Wow!


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