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On 12/12/2010 12:35 PM, Tor Olav Kristensen wrote:
> stbenge<myu### [at] hotmailcom> wrote:
>> Hello,
>>
>> Here are some more variations...
>>
>> First up is something vaguely resembling coral. It uses cubic symmetry,
>> which tends to produce natural-looking formations.
>
> Very fascinating Sam !
Thanks Tor!
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stbenge <myu### [at] hotmailcom> wrote:
> This one was a bit of a surprise. It uses cubic symmetry and a few basic
> transformations.
Stunning!
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stbenge <myu### [at] hotmailcom> wrote:
> Just one
> light_source and the cavity shader with an ambient finish.
Could you elaborate a little more on the "cavity shader?" Does that mean you
generated the object using some other program that supported that feature, then
rendered the image with POV-Ray? Please pardon my ignorance if this has been
discussed before.
Regards,
Dave Blandston
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stbenge wrote:
> Here are some more variations...
Some of these remind me of some of the sorts of stuff you read about in SCP.
http://scp-wiki.wikidot.com/scp-610
--
Darren New, San Diego CA, USA (PST)
Serving Suggestion:
"Don't serve this any more. It's awful."
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stbenge <myu### [at] hotmailcom> wrote:
> More cubic symmetry...
seen from a satellite?
:)
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stbenge <myu### [at] hotmailcom> wrote:
> This one was a bit of a surprise. It uses cubic symmetry and a few basic
> transformations.
My favorite, after rotating. :)
STUNNING!
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On 12/12/2010 12:57 PM, Dave Blandston wrote:
> stbenge<myu### [at] hotmailcom> wrote:
>> Just one
>> light_source and the cavity shader with an ambient finish.
>
> Could you elaborate a little more on the "cavity shader?" Does that mean you
> generated the object using some other program that supported that feature, then
> rendered the image with POV-Ray? Please pardon my ignorance if this has been
> discussed before.
It was all generated with POV-Ray; no other apps were used. The cavity
shader colors the object incrementally at each iteration, and is mapped
to produce darker values in the cavities. From what I understand, other
people were shading at each reflection, whereas mine is a spherical
incremented gradient hacked onto the main function. After trying some 2D
kaleidoscopic IFS functions it has become clear that my cavity shader
needs a lot more work. After all, I spent only a a short time developing
it :/
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On 12/12/2010 1:44 PM, Carlo C. wrote:
> stbenge<myu### [at] hotmailcom> wrote:
>> More cubic symmetry...
>
> seen from a satellite?
> :)
Yeah, it's the world-renowned Alabaster Ravines of Rhode Island (also
known as the Industrial Wastes of Wee Isle).
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On 12/12/2010 12:49 PM, Dave Blandston wrote:
> stbenge<myu### [at] hotmailcom> wrote:
>> This one was a bit of a surprise. It uses cubic symmetry and a few basic
>> transformations.
>
> Stunning!
Thank you, Sir ;)
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On 12/12/2010 1:47 PM, Carlo C. wrote:
> stbenge<myu### [at] hotmailcom> wrote:
>> This one was a bit of a surprise. It uses cubic symmetry and a few basic
>> transformations.
>
> My favorite, after rotating. :)
> STUNNING!
Thanks! I think some of these would make great landscapes.
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