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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 28 Jun 2011 10:33:19
Message: <4e09e62f@news.povray.org>
On 06/07/2011 10:13 PM, stbenge wrote:
> It probably won't, and it's not my fault <g> Maybe if you use
> superellipsoids instead of rounded boxes, the memory requirement of the
> macro will be lower (just a guess).

Yep ... no difference. The number of parsed tokens sky-rockets when 
scaling is less than 0.75 (OTO). I ended up using twice that in this 
version.

I /really/ like the reflected view but I'm not so sure about the pose. 
The backside illumination on the shrubs turned out cool with the light 
at this angle, I also put some specular and a normal on the floor.

Before I decide if I want to develop this approach and further I figured 
I'd post to see what kind of reaction I get ;-)

Jim


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From: posfan12
Subject: Re: Persistence of Vision
Date: 28 Jun 2011 11:50:33
Message: <4e09f849@news.povray.org>
On 4/10/2011 8:38 AM, Le_Forgeron wrote:
> See p.general : a challenge of sorts
>
> Recreating the image (provided scene is free of rights, update&  change
> as you wants)
>
> There is room for improvements.
>
> comment the arealight's line for a very quicker render (but stronger
> shadows)

The scene looks dated, IMO. Maybe we could come up with something new?

-- 
http://isometricland.com


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From: posfan12
Subject: Re: Persistence of Vision
Date: 28 Jun 2011 11:56:59
Message: <4e09f9cb$1@news.povray.org>
On 6/28/2011 11:50 AM, posfan12 wrote:
> On 4/10/2011 8:38 AM, Le_Forgeron wrote:
>> See p.general : a challenge of sorts
>>
>> Recreating the image (provided scene is free of rights, update& change
>> as you wants)
>>
>> There is room for improvements.
>>
>> comment the arealight's line for a very quicker render (but stronger
>> shadows)
>
> The scene looks dated, IMO. Maybe we could come up with something new?
>

Oops, mail reader didn't catch up with the entire thread before I posted.

-- 
http://isometricland.com


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From: clipka
Subject: Re: Persistence of Vision
Date: 29 Jun 2011 22:43:02
Message: <4e0be2b6$1@news.povray.org>
Am 28.06.2011 16:33, schrieb Jim Holsenback:
> Before I decide if I want to develop this approach and further I figured
> I'd post to see what kind of reaction I get ;-)

Freakin' cool mood!

What's that bright thing in the lower right though? You didn't use 
diffuse on the reflecting plate, did you? That would be far from 
realistic for a polished surface.


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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 05:13:01
Message: <4e0c3e1d@news.povray.org>
On 06/29/2011 11:42 PM, clipka wrote:
> Am 28.06.2011 16:33, schrieb Jim Holsenback:
>> Before I decide if I want to develop this approach and further I figured
>> I'd post to see what kind of reaction I get ;-)
>
> Freakin' cool mood!
>
> What's that bright thing in the lower right though? You didn't use
> diffuse on the reflecting plate, did you? That would be far from
> realistic for a polished surface.

the bright spot in lwr right is the light source reaching that far into 
the room, since it intercepts the reflecting plate just a little I might 
be able to transform the light source just a bit ... the texture on the 
slab is one of the copper definitions from metals.inc with a little 
emission in place of the ambient term


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From: clipka
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 09:36:58
Message: <4e0c7bfa$1@news.povray.org>
Am 30.06.2011 11:12, schrieb Jim Holsenback:

> the bright spot in lwr right is the light source reaching that far into
> the room, since it intercepts the reflecting plate just a little I might
> be able to transform the light source just a bit ... the texture on the
> slab is one of the copper definitions from metals.inc with a little
> emission in place of the ambient term

Emission? Don't!


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From: Alain
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 17:07:40
Message: <4e0ce59c$1@news.povray.org>

> On 06/29/2011 11:42 PM, clipka wrote:
>> Am 28.06.2011 16:33, schrieb Jim Holsenback:
>>> Before I decide if I want to develop this approach and further I figured
>>> I'd post to see what kind of reaction I get ;-)
>>
>> Freakin' cool mood!
>>
>> What's that bright thing in the lower right though? You didn't use
>> diffuse on the reflecting plate, did you? That would be far from
>> realistic for a polished surface.
>
> the bright spot in lwr right is the light source reaching that far into
> the room, since it intercepts the reflecting plate just a little I might
> be able to transform the light source just a bit ... the texture on the
> slab is one of the copper definitions from metals.inc with a little
> emission in place of the ambient term

Emission for a metallic texture? Yuch!
The ambient terms in those texture are hugly and dirty kludges to make 
them look acceptable when there is no environment.

Metals, unless hot enough, never emit any light, they reflect it.


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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 30 Jun 2011 17:12:33
Message: <4e0ce6c1@news.povray.org>
On 06/30/2011 06:07 PM, Alain wrote:

>> On 06/29/2011 11:42 PM, clipka wrote:
>>> Am 28.06.2011 16:33, schrieb Jim Holsenback:
>>>> Before I decide if I want to develop this approach and further I
>>>> figured
>>>> I'd post to see what kind of reaction I get ;-)
>>>
>>> Freakin' cool mood!
>>>
>>> What's that bright thing in the lower right though? You didn't use
>>> diffuse on the reflecting plate, did you? That would be far from
>>> realistic for a polished surface.
>>
>> the bright spot in lwr right is the light source reaching that far into
>> the room, since it intercepts the reflecting plate just a little I might
>> be able to transform the light source just a bit ... the texture on the
>> slab is one of the copper definitions from metals.inc with a little
>> emission in place of the ambient term
>
> Emission for a metallic texture? Yuch!
> The ambient terms in those texture are hugly and dirty kludges to make
> them look acceptable when there is no environment.
>
> Metals, unless hot enough, never emit any light, they reflect it.

LOL ... ok you guys, I get the message ;-) I must've been thinking of 
something else, I checked and I have both ambient/emission set to zero 
... although setting the ambient term is moot because radiosity 
effectively sets it to zero.


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From: clipka
Subject: Re: Persistence of Vision
Date: 6 Jul 2011 08:53:30
Message: <4e145aca$1@news.povray.org>
Am 30.06.2011 23:12, schrieb Jim Holsenback:

>> Metals, unless hot enough, never emit any light, they reflect it.
>
> LOL ... ok you guys, I get the message ;-) I must've been thinking of
> something else, I checked and I have both ambient/emission set to zero
> .... although setting the ambient term is moot because radiosity
> effectively sets it to zero.

Good boy ;-)


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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 10 Jul 2011 10:43:32
Message: <4e19ba94@news.povray.org>
On 06/28/2011 12:50 PM, posfan12 wrote:
> On 4/10/2011 8:38 AM, Le_Forgeron wrote:
>> See p.general : a challenge of sorts
>>
>> Recreating the image (provided scene is free of rights, update& change
>> as you wants)
>>
>> There is room for improvements.
>>
>> comment the arealight's line for a very quicker render (but stronger
>> shadows)
>
> The scene looks dated, IMO. Maybe we could come up with something new?
>
How's this for a different approach ... I actually like this! It's just 
an intersection slice of the distribution logo repeated using an 
adaptation of the helix solution that Le_Forgeron posted a while ago.The 
text and "helix-logo" object are textured together so the text gets it's 
pigment from the depth position. The background uses Sam's OTO (Odd 
Tiles Object) macro. Comments appreciated.


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