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The world of POV-Ray crystallography is on fire this week... after the
discovery of Thomasite, now it's the turn of Vivesite. ;)
The crystals are procedurally generated using triangle meshes from the
scratch. A height_field was used to trace the 4 base points, and then
the crystal was grown following the normal at the center point. No area
light nor radiosity this time... but I used photons+dispersion and a
strong focal blur. Render time was a under 2 hours using an AMD FM-6300
(x6).
As the test seems to have given acceptable results, I'm going to use now
an isosurface as the base, and try to use hexagonal crystals... if I can
work it out: working out the maths for a cube basal I already fried one
or two neurons...
--
jaime
Post a reply to this message
Attachments:
Download 'crystals-04.png' (955 KB)
Preview of image 'crystals-04.png'

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Oops... sorry for the big PNG, I forgot to convert it to JPG for the post.
--
jaime
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Jaime Vives Piqueres wrote on 17/02/2016 13.18:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur. Render time was a under 2 hours using an AMD FM-6300
> (x6).
>
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
>
> --
> jaime
>
A very nice result, imho.
Paolo
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur. Render time was a under 2 hours using an AMD FM-6300
> (x6).
>
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
>
> --
> jaime
Excellent ! Looking forward for the next one. Hope you have some neurons left.
Bruno
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On Wed, 17 Feb 2016 13:18:23 +0100, Jaime Vives Piqueres wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur. Render time was a under 2 hours using an AMD FM-6300
> (x6).
>
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
That's incredibly good. :)
Jim
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
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Am 17.02.2016 um 13:18 schrieb Jaime Vives Piqueres:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
Great stuff!
> As the test seems to have given acceptable results, I'm going to use now
> an isosurface as the base, and try to use hexagonal crystals... if I can
> work it out: working out the maths for a cube basal I already fried one
> or two neurons...
I guess it's worth frying a few more ;)
Post a reply to this message
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First test using an isosurface as base... nice, except for some ugly
artifacts on focal blur, due to a too strong light source.
--
jaime
Post a reply to this message
Attachments:
Download 'crystals-07.jpg' (88 KB)
Preview of image 'crystals-07.jpg'

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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> First test using an isosurface as base... nice, except for some ugly
> artifacts on focal blur, due to a too strong light source.
>
> --
> jaime
Fantastic. I've been wanting to know how to do this for years, but good crystal
geometry has been elusive.
How high do you have to set the max_trace_level?
Regards,
A.D.B.
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> First test using an isosurface as base... nice, except for some ugly
> artifacts on focal blur, due to a too strong light source.
>
> --
> jaime
Phantastic!
Good to see something new from you, Jaime.
First I thought, it's hdr lighting, but with this artifacts...
Norbert
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On 2/17/2016 5:57 PM, Jaime Vives Piqueres wrote:
> First test using an isosurface as base... nice,
double wow with a cherry on top.
dik
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On 17-2-2016 13:18, Jaime Vives Piqueres wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
>
That's it! One thing maybe to watch out for is the irregular normal
pattern on the sides. I think one should distinguish between the 'growth
pattern' of the crystals and the 'inclusions' within the crystals like
residual liquids. Of course Vivesite is a totally different matter ;-)
--
Thomas
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El 18/02/16 a las 01:00, Anthony D. Baye escribió:
> Fantastic. I've been wanting to know how to do this for years, but good crystal
> geometry has been elusive.
Thanks... my solution was in fact very easy. The crystal geometry is
very simple, just 14 triangles for each crystal. The growth orientation
is controlled by the surface normals, and the widths and heights of each
one are just random.
> How high do you have to set the max_trace_level?
Only 9... I found increasing it was an overkill.
--
jaime
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El 18/02/16 a las 01:10, Norbert Kern escribió:
> Phantastic!
>
> Good to see something new from you, Jaime. First I thought, it's hdr
> lighting, but with this artifacts...
>
Thanks... yes, it has an hdr image as background, but it doesn't
contributes to lighting as I'm not using radiosity at the moment. The
lighting is just a single point light at the top, which matches the
lighting on the cave probe from openfootage.net. The problem with the
artifacts is that I used a looks_like object way too bright.
--
jaime
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El 18/02/16 a las 09:01, Thomas de Groot escribió:
> That's it! One thing maybe to watch out for is the irregular normal
> pattern on the sides. I think one should distinguish between the 'growth
> pattern' of the crystals and the 'inclusions' within the crystals like
> residual liquids. Of course Vivesite is a totally different matter ;-)
>
Yes, the normal is tricky... I used a simple "crackle solid" with
turbulence for now.
--
jaime
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This is amazing stuff. I love those mineral pictures!!!
On 17.02.2016 07:18, Jaime Vives Piqueres wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
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There are so many different types of crystals out there, so I am looking
forward to see a whole lot of new crystal and rock images to come here!
This is really breath-taking.
On 17.02.2016 07:18, Jaime Vives Piqueres wrote:
> The world of POV-Ray crystallography is on fire this week... after the
> discovery of Thomasite, now it's the turn of Vivesite. ;)
Post a reply to this message
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El 17/02/16 a las 23:55, clipka escribió:
> I guess it's worth frying a few more ;)
Thanks, but I think there is no need to fry neurons anymore: I was
doing it too complicated by creating the geometry AFTER the tracing on
to the surface. Now I'm creating the geometry at the origin and using
transforms.inc macros later... as I should have done from the start.
Typical of me, anyhow. :(
--
jaime
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> First test using an isosurface as base... nice, except for some ugly
> artifacts on focal blur, due to a too strong light source.
>
> --
> jaime
I really have to unlurk for this!
This kind of thing got me into ray-tracing to begin with.
Beautiful!
Can I ask, in broad strokes, how you did this? I tend to render distances, and
haven't done much in the way of upclose and detailed work like this. Looking at
these two images I think I would like to try.
Simon.
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"Simon J. Cambridge" <nomail@nomail> wrote:
>
> Can I ask, in broad strokes, how you did this? I tend to render distances, and
> haven't done much in the way of upclose and detailed work like this. Looking at
> these two images I think I would like to try.
>
OK, ignore that! I was so busy admiring the images that I missed this:
>
> The crystals are procedurally generated using triangle meshes from the
> scratch. A height_field was used to trace the 4 base points, and then
> the crystal was grown following the normal at the center point. No area
> light nor radiosity this time... but I used photons+dispersion and a
> strong focal blur.
>
I'll just go back to lurking!
Simon.
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El 19/02/16 a las 12:17, Simon J. Cambridge escribió:
> Beautiful!
Thanks!
> Can I ask, in broad strokes, how you did this?
I will publish the code this weekend, but it's really easy. Just old
& good trace() function and simple triangle geometry, placed with the
help of Reorient_Trans(). The texture is a bit tricky, but nothing too
complex really. Here is attached a test with the geometry updated to
hexagonal prisms, which look much more credible.
--
jaime
Post a reply to this message
Attachments:
Download 'crystals-10.jpg' (51 KB)
Preview of image 'crystals-10.jpg'

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First try at colored crystal using color on the texture and interior
media (just a test: no aa).
--
jaime
Post a reply to this message
Attachments:
Download 'crystals-12.jpg' (47 KB)
Preview of image 'crystals-12.jpg'

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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> First try at colored crystal using color on the texture and interior
> media (just a test: no aa).
This is lovely work. Prelude to a Crystal of the Week page?
btw, why media and not sslt?
Bill
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El 19/02/16 a las 17:19, Bill Pragnell escribió:
> This is lovely work.
Thanks!
> Prelude to a Crystal of the Week page?
The variety on the world of natural crystals is awesome, so, yes... it
could well be a source for a COTW page on my site. Thanks for the idea!
> btw, why media and not sslt?
TBH, mostly due to sticking to what I know and can type from memory.
But I also seem to remember having done a few tests and finding sslt was
slower for some simple effects like this one... but maybe I'm wrong.
--
jaime
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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> > Prelude to a Crystal of the Week page?
> The variety on the world of natural crystals is awesome, so, yes... it
> could well be a source for a COTW page on my site. Thanks for the idea!
Excellent, shall keep my eyes open for it :)
> > btw, why media and not sslt?
> TBH, mostly due to sticking to what I know and can type from memory.
> But I also seem to remember having done a few tests and finding sslt was
> slower for some simple effects like this one... but maybe I'm wrong.
Honestly, I don't use either of them often enough to do anything quickly, or to
know which works best in any given scenario... was just curious!
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Really an amazing Result, Jamie!
Your talent is still unbeaten unique.
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On Fri, 19 Feb 2016 12:36:22 +0100, Jaime Vives Piqueres wrote:
> Here is attached a test with the geometry updated to hexagonal prisms,
> which look much more credible.
Incredible. :) Nice work.
Jim
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
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Welcome, Simon, to this amazing group!
On 19.02.2016 06:17, Simon J. Cambridge wrote:
> This kind of thing got me into ray-tracing to begin with.
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Wow, that is an interesting turn! Thanks from my side, too! I will
experiment with different backgrounds.
On 19.02.2016 06:36, Jaime Vives Piqueres wrote:
> I will publish the code this weekend, but it's really easy. Just old
> & good trace() function and simple triangle geometry, placed with the
> help of Reorient_Trans(). The texture is a bit tricky, but nothing too
> complex really. Here is attached a test with the geometry updated to
> hexagonal prisms, which look much more credible.
Post a reply to this message
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Wooooooooowwwwww!!!!!!!!!
On 19.02.2016 07:32, Jaime Vives Piqueres wrote:
> First try at colored crystal using color on the texture and interior
> media (just a test: no aa).
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I really love those crystals, very nice and realistic !
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Sven Littkowski <jam### [at] yahoo com> wrote:
> Welcome, Simon, to this amazing group!
>
> On 19.02.2016 06:17, Simon J. Cambridge wrote:
> > This kind of thing got me into ray-tracing to begin with.
Thank you, Sven. I think I said this in my other posting (Here be monsters...)
that I have lurked for a long while. I didn't really want to contribute until I
had something to contribute, so to speak.
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Would you make the source code available for us? That would be
wonderful. Just, if you want.
On 19.02.2016 07:32, Jaime Vives Piqueres wrote:
> First try at colored crystal using color on the texture and interior
> media (just a test: no aa).
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El 21/02/16 a las 02:39, Sven Littkowski escribió:
> Would you make the source code available for us? That would be
> wonderful. Just, if you want.
>
I already said I would do so... and the code is on p.b.scene-files
since yesterday.
--
jaime
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Hey, thanks a lot! :-D
On 21.02.2016 03:45, Jaime Vives Piqueres wrote:
> I already said I would do so... and the code is on p.b.scene-files
> since yesterday.
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Thats the advantage from POV-Ray to those modellers out there.
Just a little change of a little number ...
Post a reply to this message
Attachments:
Download 'crystals_02.png' (1474 KB)
Preview of image 'crystals_02.png'

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