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Wow, that is some nice ice there!
Would you mind if I tried integrating that into the texture, as a "high
quality" option? (proper attribution would be provided, of course)
Though I doubt it would be practical to render a large scene, or a lot of
trees covered in snow/ice with those settings...
ian
"Mike Hough" <nos### [at] nospam com> wrote in message
news:499bd031@news.povray.org...
> Nice snownut. Here is something you could try for the ice. It mainly the
> photons and dispersion that give it sparkle.
>
> material {
> pigment {color rgbt <1, 1, 1, .9>}
> finish {phong .4 phong_size 30 reflection .05}
> interior {ior 1.33 dispersion 1.1 dispersion_samples 20
> media {
> emission .1
> samples 1, 2
> density {
> bumps
> color_map {
> [0 color rgb <0, 0, 0>]
> [1 color rgb <0, .3, .3>]
> }
> scale 3
> }
> }
> }
> }
>
> photons {
> target
> refraction on
> reflection on
> }
>
>
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Don't even need to give me credit. You'll probably end up tweaking it to get
it to work anyway.
"[GDS|Entropy]" <gds### [at] hotmail com> wrote in message
news:499bd50d$1@news.povray.org...
> Wow, that is some nice ice there!
> Would you mind if I tried integrating that into the texture, as a "high
> quality" option? (proper attribution would be provided, of course)
>
> Though I doubt it would be practical to render a large scene, or a lot of
> trees covered in snow/ice with those settings...
>
> ian
>
> "Mike Hough" <nos### [at] nospam com> wrote in message
> news:499bd031@news.povray.org...
>> Nice snownut. Here is something you could try for the ice. It mainly the
>> photons and dispersion that give it sparkle.
>>
>> material {
>> pigment {color rgbt <1, 1, 1, .9>}
>> finish {phong .4 phong_size 30 reflection .05}
>> interior {ior 1.33 dispersion 1.1 dispersion_samples 20
>> media {
>> emission .1
>> samples 1, 2
>> density {
>> bumps
>> color_map {
>> [0 color rgb <0, 0, 0>]
>> [1 color rgb <0, .3, .3>]
>> }
>> scale 3
>> }
>> }
>> }
>> }
>>
>> photons {
>> target
>> refraction on
>> reflection on
>> }
>>
>>
>
>
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"[GDS|Entropy]" <gds### [at] hotmail com> schreef in bericht
news:499bd328@news.povray.org...
> Feel free to compare them, the core of mine is about 28-29 lines in povray
> (ignore wordwrap in your reader, see below).
> The vector array is just a random array of vectors, and if you were to use
> a min/max rand function based upon the bounding box of your object, you
> can decrease the number of failed tests.
I shall experiment with your code. Thank you indeed.
> Any ideas that you might have would be great.
> In fact, a modification of the above core would combine really well with
> your moss texture....maybe give it a try?
I am sure it will combine nicely, especially as my moss texture is really
crude, straightforward coding. This would do a much better job.
Thomas
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"[GDS|Entropy]" <gds### [at] hotmail com> schreef in bericht
news:499bd328@news.povray.org...
> "Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
> news:499bcb5a@news.povray.org...
>> It would be interesting to compare this with the already existing snow
>> macros (Gilles Tran, Tim Nikias). The length of you code suggests
>> something
>> far more compact tha either of those mentioned.
>
>
> I haven't seen either of their methods, but recognize Gilles artistic work
> as some of the best.
>
Here are the two site locations:
http://www.oyonale.com/modeles.php?lang=en&page=35
http://www.nolights.de/downloads.html#surcoat
Thomas
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Here is a test scene using the latest stable version of the snowmacro,
without icicles, as the exact implementation of that feature is in an 6-way
deathmatch with itself...probably some hybrid will be the outcome.
This scene shows the performance of the macro on various surfaces, with
manual blob size/strength adjustment. Snow origin direction is y+, but can
be anything, so you can simulate wind coming from a particular direction.
Note I used a plain white texture, not the actual snow texture include for
this test render, as the high quality texture renders slowly.
ian
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Attachments:
Download 'SnowScene_0_.jpg' (84 KB)
Preview of image 'SnowScene_0_.jpg'
![SnowScene_0_.jpg](/povray.binaries.images/attachment/%3C49a3d029%40news.povray.org%3E/SnowScene_0_.jpg?preview=1)
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"[GDS|Entropy]" <gds### [at] hotmail com> wrote:
> Note I used a plain white texture, not the actual snow texture include for
> this test render, as the high quality texture renders slowly.
I was just about to comment that it looks more like... well, dunno - shaving
foam for instance - at least not snow :P
Looking forward to seeing a "true snow" version of the shot.
Pity it's quite a bit too late for this season's christmas... spring's at the
doorstep, and you come up with a snow macro... dz, dz, dz... :P
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clipka wrote:
> Pity it's quite a bit too late for this season's christmas...
It's just in time for the high quality snow render
to finish before next christmas :-P
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Considering the highest quality of the two uses photons in the ice...you
might be more correct than you think. :-p
ian
"Christian Froeschlin" <chr### [at] chrfr de> wrote in message
news:49a43ce0$1@news.povray.org...
> clipka wrote:
>
>> Pity it's quite a bit too late for this season's christmas...
>
> It's just in time for the high quality snow render
> to finish before next christmas :-P
>
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"clipka" <nomail@nomail> wrote in message
news:web.49a3ddb662cc51bea5bc7c50@news.povray.org...
>I was just about to comment that it looks more like... well, dunno -
>shaving
>foam for instance - at least not snow :P
>
Very true, the texture kinda "sells it" though, as it turns it to more of a
"snow encrusted ice". I am also playing with cylindrical components, and a
mix of both.
> Looking forward to seeing a "true snow" version of the shot.
>
> Pity it's quite a bit too late for this season's christmas... spring's at
> the
> doorstep, and you come up with a snow macro... dz, dz, dz... :P
Yeah, it was kinda random. I still have a few optimizations to do, like
geting the number of failed tests down for complicated objects like trees.
The shapes of the icicles are prettymuch nailed down at this point, and they
blob together as in nature...but more work must still be done for that part.
ian
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"clipka" <nomail@nomail> wrote in message
news:web.49a3ddb662cc51bea5bc7c50@news.povray.org...
> Looking forward to seeing a "true snow" version of the shot.
Here is an example of the texture macro set to "ice" and "draft quality".
Sorry the image is so small, it takes a while to render. When I fix my RAID
drive failure, I'll render a bigger one.
ian
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Attachments:
Download 'SnowScene_0_ice.jpg' (34 KB)
Preview of image 'SnowScene_0_ice.jpg'
![SnowScene_0_ice.jpg](/povray.binaries.images/attachment/%3C49ab7c6a%40news.povray.org%3E/SnowScene_0_ice.jpg?preview=1)
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