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From: Scott Reid
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 23 Feb 2000 17:50:58
Message: <38B471DC.3CCC6F5E@home.com>
Lame glass animal? I've seen real glass elephant ornaments that look
almost exactly like this one...

Peter Warren wrote:

> I don't think you needed Rhino to model such a
> *lame* glass animal, however.


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From: Peter Popov
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 23 Feb 2000 19:39:02
Message: <V3q0OBz1WXiJ1tLTm7AfJ5vaURVO@4ax.com>
On Wed, 23 Feb 2000 21:44:35 +0000, David Wilkinson
<dav### [at] cwcomnet> wrote:

>If you want the model to represent the reality of your glass elelphant, then of
course my
>observations are invalid.

Your observations are valid because they are based on what you saw :)

>Not knowing, however, that you were modelling from 'life' I felt that the eyes would
be
>better a different colour, with the the tusks longer and a different colour (ivory?)

Actually the tusks were very ivory-looking in the pre-test renders but
I was using a single shadowless light source. Now the light is orange
(in average). Hmm... I might change that. You're right though, the
tusks don't look like ivory at all. The eyes are in fact blue but of
course this can't be seen with this type of illumination.

>BTW is the fiery exhalation also from life? :-)

Nope :) There's a story behind all this but I'll post it with the
final render.

>I thought your idea and modelling of a glass elephant was very appealing. The fire
>squirting out of the trunk gives it a surreal appeal and converts it into some sort
of
>mythical beast, that might be even better with exaggerated appendages.
>
>Hmm ... although coming from a different perspective, Ganesh, the hindu god which is
half
>man, half elephant might be interesting to model :-)

Sheevah is even more challenging to model :)

I'll try to model a Pegasus when I am through with this project. Now
*that* is challenging (detail level will be an issue for that
project).

Thank you again for your feedback.


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Lance Birch
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 00:34:35
Message: <38b4c2eb@news.povray.org>
Scott Reid wrote:
> Lame glass animal? I've seen real glass elephant ornaments that look
> almost exactly like this one...
>
> Peter Warren wrote:
>
> > I don't think you needed Rhino to model such a
> > *lame* glass animal, however.

Same here, I think the there is a lot more detail to the model than's shown
from this render (the refraction of the glass masks the real detail).

I like it, and it's cute :)

--
Lance.
The Zone - http://come.to/the.zone


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From: Tom Melly
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 05:38:00
Message: <38b50a08@news.povray.org>
Peter Popov <pet### [at] usanet> wrote in message
news:FTKzOC7PJu4Ufi6aOgAJMuyz0fvg@4ax.com...
> Here's an in-progress render of a scene I'm working on. There's still
> a lot to be done but I felt like sharing it anyway. Please let me know
> what you think.
>

I like!

With regard to the floor/table confusion, you might be able to avoid this if
the table corner wasn't so close to where a floor corner would be in
relation to the wall corner. At the moment the eye is tricked into seeing
the table and wall as contigenous.

With regard to the model, the transition between the legs and the body looks
a little abrupt, but this might be a feature of the real model.

Please post the china (or whatever) version.


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From: Jerome
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 12:26:13
Message: <38B569B4.C1695ADA@iname.com>
Peter Popov wrote:
> 
> Here's an in-progress render of a scene I'm working on. There's still
> a lot to be done but I felt like sharing it anyway. Please let me know
> what you think.
> 
> The elephant was modelled in the Rhino eval. The flame is a highly
> modified Howard Day one. The walls have a weird normal and that's
> about all there's to this image.
> 
	Very nice, I like it a lot

> Right now the walls are a rounded box with a normal. I'd greatly
> appreciate it if someone could help me make an isosurface version of
> that.
> 
	Try something like that:
#declare Normal = function { pigment { granite } }
#declare Depth = 1 ;
isosurface {
  function { (Normal-0.5)*Depth-x }
  bounded_by { box { -<Depth, 1, 100>, <Depth, 10, 100> } }
}

	For a piece of wall with the outside normal in the x
direction

		Jerome
-- 

* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


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From: Cyrrin
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 13:53:06
Message: <38B57D80.4633636@umich.edu>
Scott Reid wrote:
> 
> Lame glass animal? I've seen real glass elephant ornaments that look
> almost exactly like this one...

  What really fascinates me is the internal glow of the glass.  I
actually do glassblowing and hot glass sculpting, and the colors are
*exactly* as if the object was currently being worked.  Very, very nice.


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From: Chris Huff
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 15:32:15
Message: <chrishuff_99-328F3A.15334024022000@news.povray.org>
In article <38B569B4.C1695ADA@iname.com>, Jerome <ber### [at] inamecom> 
wrote:

> 	Try something like that:
> #declare Normal = function { pigment { granite } }
> #declare Depth = 1 ;
> isosurface {
>   function { (Normal-0.5)*Depth-x }
>   bounded_by { box { -<Depth, 1, 100>, <Depth, 10, 100> } }
> }

And note that in the most recent MegaPOV the "contained_by" keyword 
replaces the original function of "bounded_by", so "bounded_by" now 
should behave the same as in other objects. The "open" keyword is used 
to get the same effect as you get with "clipped_by".

-- 
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/


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From: Peter Popov
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 16:13:14
Message: <8Z21OHsLf6ky4n8Jz96W5Q==FvTX@4ax.com>
On Thu, 24 Feb 2000 13:50:40 -0500, Cyrrin <jef### [at] umichedu> wrote:

>  What really fascinates me is the internal glow of the glass.  I
>actually do glassblowing and hot glass sculpting, and the colors are
>*exactly* as if the object was currently being worked.  Very, very nice.

Hey, thanks, I wasn't aiming for this effect but it contributes to the
idea I have about the image.


Peter Popov
pet### [at] usanet
ICQ: 15002700


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From: Mel
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 24 Feb 2000 18:41:21
Message: <38B5C111.9083C732@america.net>
Peter Popov wrote:

> Here's an in-progress render of a scene I'm working on. There's still
> a lot to be done but I felt like sharing it anyway. Please let me know
> what you think.

He's cute!   I like the walls, but the table looks rather simple next to
them.

Mel


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From: Jetlag
Subject: Re: My first in a long time - Sloncho-wip-1.jpg
Date: 25 Feb 2000 15:21:52
Message: <38b6e460@news.povray.org>
> Here's an in-progress render of a scene I'm working on. There's still
> a lot to be done but I felt like sharing it anyway. Please let me know
> what you think.
>
> The elephant was modelled in the Rhino eval. The flame is a highly
> modified Howard Day one. The walls have a weird normal and that's
> about all there's to this image.

Sometimes its hard to put life in a pov image; you've done a terrific job of
accomplishing just that (even if it is a model of an inanimate object).

> Right now the walls are a rounded box with a normal. I'd greatly
> appreciate it if someone could help me make an isosurface version of
> that.

Here's a 30x30x30 (I think) rounded box, made out of clay with a nice color
map, the camera is currently inside the box looking towards a corner.  If
you need help changing the way it looks don't hesitate to ask:
-------------------------------------

#version unofficial MegaPov 0.4;

isosurface {
  function { x^20+y^20+z^20-1-noise3d(x*15,y*15,z*15)/10
    -noise3d(x*60,y*60,z*60)/20 }
  contained_by { box { -1.1,1.1 } }
  threshold 0
  accuracy .01
  sign -1

  pigment { bozo color_map { [0 rgb <.9,.8,.7>]
    [0.5 rgb <1, .9, .8>] } scale <.1,.5,.1> }
  scale 15

}

camera {
  location <0,0,0>
  look_at <-3,-3,7>
}

light_source {
  0
  color rgb 1
  translate <0,0,0>
}

-------------------------------------


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