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Hello,
This is something that may end up being a cgsphere entry sometime in
the future, if I figure out some texturing and lighting I like. Any
comments and feedback is welcome (I'm aware that the dodecahedron is
protruding from the bottom of its hemisphere.... now.)
As it is now, its been an interesting refresher lesson for me on
platonic solids, and the limitations of antialiasing.
If anyone has any ideas for a faster way to get those gridlines to
render properly as well, I'm all ears (eyes?). This render took nearly
50 hours largely because of the focal blur settings needed to eliminate
the gridline artifacts.
--
// The Mildly Infamous Blue Herring
#version 3.61;#include"functions.inc"global_settings{assumed_gamma
2.2}isosurface{function{-f_strophoid(x/2-.45,y,z*3,1,1.2,1,1.5)-.05}
contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}max_gradient 12inverse
hollow pigment{rgbf 1}interior{media{samples 8 emission<3,80,150>/255
density{crackle metric 1color_map{[0rgb 6][.03rgb 0][1rgb 0]}scale<1,
2,1>warp{turbulence<.5,.75,.5>}scale 1/3}}}translate z*3}
Post a reply to this message
Attachments:
Download 'kepler_cgsphere.png' (213 KB)
Preview of image 'kepler_cgsphere.png'
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Blue Herring <pov### [at] bherringcotsenet> wrote:
[snip]
Nice! Looks interesting even without textures.
> If anyone has any ideas for a faster way to get those gridlines to
> render properly as well, I'm all ears (eyes?). This render took nearly
> 50 hours largely because of the focal blur settings needed to eliminate
> the gridline artifacts.
Render at 1600x1600 and downscale in gimp or your photo editor of choice? It's
worked for me in the past. You won't need such high aa settings for the rest of
the scene either in that case.
Bill
Post a reply to this message
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Blue Herring nous illumina en ce 2008-09-22 08:54 -->
> Hello,
> This is something that may end up being a cgsphere entry sometime in
> the future, if I figure out some texturing and lighting I like. Any
> comments and feedback is welcome (I'm aware that the dodecahedron is
> protruding from the bottom of its hemisphere.... now.)
>
> As it is now, its been an interesting refresher lesson for me on
> platonic solids, and the limitations of antialiasing.
>
> If anyone has any ideas for a faster way to get those gridlines to
> render properly as well, I'm all ears (eyes?). This render took nearly
> 50 hours largely because of the focal blur settings needed to eliminate
> the gridline artifacts.
>
>
> ------------------------------------------------------------------------
>
You can slightly broaden the lines and make ther edges a little fuzzy.
--
Alain
-------------------------------------------------
WARNING: The consumption of alcohol is a major factor in dancing like a retard.
Post a reply to this message
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Bill Pragnell wrote:
> Nice! Looks interesting even without textures.
>
> Render at 1600x1600 and downscale in gimp or your photo editor of choice? It's
> worked for me in the past. You won't need such high aa settings for the rest of
> the scene either in that case.
Thanks! That's a good idea. I think you or someone suggested that to
me once before for some other scene, but I completely forgot.
--
// The Mildly Infamous Blue Herring
#version 3.61;#include"functions.inc"global_settings{assumed_gamma
2.2}isosurface{function{-f_strophoid(x/2-.45,y,z*3,1,1.2,1,1.5)-.05}
contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}max_gradient 12inverse
hollow pigment{rgbf 1}interior{media{samples 8 emission<3,80,150>/255
density{crackle metric 1color_map{[0rgb 6][.03rgb 0][1rgb 0]}scale<1,
2,1>warp{turbulence<.5,.75,.5>}scale 1/3}}}translate z*3}
Post a reply to this message
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Alain wrote:
> You can slightly broaden the lines and make ther edges a little fuzzy.
That would probably help a lot, thanks for the idea. I'll have to look
at the texture from the cgsphere include, I don't want to make it look
too different.
--
// The Mildly Infamous Blue Herring
#version 3.61;#include"functions.inc"global_settings{assumed_gamma
2.2}isosurface{function{-f_strophoid(x/2-.45,y,z*3,1,1.2,1,1.5)-.05}
contained_by{box{<-2.1,-1,-1/3>,<1.4,1,1/3>}}max_gradient 12inverse
hollow pigment{rgbf 1}interior{media{samples 8 emission<3,80,150>/255
density{crackle metric 1color_map{[0rgb 6][.03rgb 0][1rgb 0]}scale<1,
2,1>warp{turbulence<.5,.75,.5>}scale 1/3}}}translate z*3}
Post a reply to this message
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Blue Herring <pov### [at] bherringcotsenet> wrote:
> If anyone has any ideas for a faster way to get those gridlines to
> render properly as well,
80 = 20 here:
#declare tiletex =
texture {
pigment { uv_mapping
gradient x
pigment_map{
[1/20 rgb 0][1/20 gradient y
colour_map{
[1/20 rgb 0]
[1/20 rgb <0.78431, 0.78431, 0.78431>]
}
]
}
scale -<1/10,1/20,1>
}
}
http://news.povray.org/povray.binaries.images/attachment/%3Cweb.48aaf1a091e8c8de6fa8d7740%40news.povray.org%3E/mirrorsp
heres4.png
http://news.povray.org/povray.binaries.images/attachment/%3Cweb.48ab05fa91e8c8de6fa8d7740%40news.povray.org%3E/mirrorsp
heres4.zip
Post a reply to this message
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Blue Herring <pov### [at] bherringcotsenet> wrote:
>
> If anyone has any ideas for a faster way to get those gridlines to
> render properly as well, I'm all ears (eyes?).
should have used short version, mistakes a valid way of learning, doH!
<web.48ab05fa91e8c8de6fa8d7740@news.povray.org>
<web.48aaf1a091e8c8de6fa8d7740@news.povray.org>
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Nice work! I like it!
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"Almalm" <nomail@nomail> wrote:
> Nice work! I like it!
Me too, absolutely!
I just got a minor problem with posting on cgsphere.com...
Since a bit more than a week, I can't reach that site. Are they having problems
or do I have problems?
Have a nice day
Karl
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He He!! Reminds me of my image back in 2005.
(My previous message got the wrong address. Should be:
http://news.povray.org/povray.binaries.images/thread/%3C42f0bd88%40news.povray.org%3E/?mtop=6
Nice!
Thomas
Post a reply to this message
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