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BTW if you have any suggestions on composition go ahead.
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David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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"David Fontaine" <dav### [at] faricy net> wrote in message
news:39AB4AD3.65F7CCB0@faricy.net...
| BTW if you have any suggestions on composition go ahead.
Not a suggestion, a question. Such as how are you going to get that station
to sit on such a slope? Going to be partially built in?
The white seems a little on the over saturated side, maybe toning it down
some would be better. Looks like you used noise3d on that ridged
multifractal for the overhangs there. I tried some that way but it takes a
while to get them to where no parts are suspended in mid air.
Bob
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I like the first one, looks a bit like one of those ancient paintings of arctic
expeditions.
The crystals seem a bit too transparent to me, but maybe they just suffer from
the lack of a background to reflect. They don't look like ice crystals so they
probably won't fit in the landscape.
In the third one i do not realize the difficulty (the stats seem quite extreme
though) but maybe i just don't see enough details in the pict.
Christoph
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Christoph Hormann <chr### [at] gmx de>
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David Fontaine <dav### [at] faricy net> wrote in message
news:39AB40DA.7FB92E68@faricy.net...
>
> Second image is some test rendering of the crystal macro I made, though
> I don't know if they'll fit in the RMF landscape. Still good for other
> stuff though.
Crystals look very nice. Can you change the texture/interior?
They'd be nice for amythest crystals, the ones sometimes found in the
center of rocks.
Gail
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Now this is what I'd expenct an ice planet to look like.
The render time isn't bad, but I don't like disk thrashing.
--
Cheers
Steve email mailto:ste### [at] zeropps uklinux net
%HAV-A-NICEDAY Error not enough coffee 0 pps.
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Bob Hughes wrote:
> Not a suggestion, a question. Such as how are you going to get that station
> to sit on such a slope? Going to be partially built in?
Yes! That green post should also be out a little farther than it is, but that's
just a mental note, no need to make a whole nother render.
> The white seems a little on the over saturated side, maybe toning it down
> some would be better. Looks like you used noise3d on that ridged
> multifractal for the overhangs there. I tried some that way but it takes a
> while to get them to where no parts are suspended in mid air.
Nope, all RMF. Perhaps I didn't use the correct setup. I like the overhang
though, it serves as a natural shelter for the outpost. I agree the snow is a
little saturated, it's just hard to get it to look right on a monitor because
they're so dim compared to real blinding glare...
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David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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Steve wrote:
> Now this is what I'd expenct an ice planet to look like.
Thankies!
> The render time isn't bad, but I don't like disk thrashing.
Well, the render time for the outpost is more than the crystal, landscape
and vehicle put together (though it was at a higher resolution). I can
possibly make it a little smaller in mem, but not much. :-(
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David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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Gail Shaw wrote:
> Crystals look very nice.
Thanks!
> Can you change the texture/interior?
But of course.
> They'd be nice for amythest crystals, the ones sometimes found in the
> center of rocks.
Methinks so too.
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David Fontaine <dav### [at] faricy net> ICQ 55354965
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Christoph Hormann wrote:
> I like the first one, looks a bit like one of those ancient paintings of arctic
> expeditions.
Thanks!
> The crystals seem a bit too transparent to me, but maybe they just suffer from
> the lack of a background to reflect. They don't look like ice crystals so they
> probably won't fit in the landscape.
Oops, forgot reflection! The crystals I was just toying around with, they need a
little work.
> In the third one i do not realize the difficulty (the stats seem quite extreme
> though) but maybe i just don't see enough details in the pict.
It's fairly simple in theory: for each layer of bricks, make a grid, and specify
each element as outside, part of a cylinder, or part of a hemisphere. Next, go and
take out any "nubs" (cylinder elements that only have one adjacent cylinder
element). Then go laying bricks around the outside of the cylinder portions. Then
fill in the domes (the domes are solid :-( ).
Personally, though, I find POV-Ray's language hard to read. I am used to C; you
always know where a line ends with a semicolon, no manually incrementing loops,
'{}' indicates blocks rather than objects.
POV, on the other hand, is very dense visually; characters like '#', long keywords,
etc. Loops and other control aids are virtually indistinguishable without actually
reading the code, because in order to change a variable you need #local or
#declare, which has the same first character and is the same color as #while and
#end.
Of course, that's no excuse for '<' versus '<=' or indexing from one... ;-)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
Please visit my website: http://davidf.faricy.net/
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In article <39AC1FDE.21DBD949@faricy.net>, David Fontaine
<dav### [at] faricy net> wrote:
> Oops, forgot reflection! The crystals I was just toying around with,
> they need a little work.
As has been mentioned, they would make great quartz crystals...are you
going to post the source?
For ice, maybe thinner, more needle-like crystals would help.
> Then fill in the domes (the domes are solid :-( ).
Completely solid? Ouch...maybe you should leave out parts in the center.
It would parse a bit longer, but would use less memory.
> Personally, though, I find POV-Ray's language hard to read. I am used
> to C; you always know where a line ends with a semicolon, no manually
> incrementing loops, '{}' indicates blocks rather than objects. POV,
> on the other hand, is very dense visually; characters like '#', long
> keywords, etc. Loops and other control aids are virtually
> indistinguishable without actually reading the code, because in order
> to change a variable you need #local or #declare, which has the same
> first character and is the same color as #while and #end.
I agree...I think it would be an improvement to use {} blocks for while
loops and other blocks. Or at least have different ending keywords:
#endif, #endwhile, etc.
And another thing, it is often difficult to tell if a piece of code is
creating a variable or modifying it. I have proposed a #set directive
that is incapable of creating a new variable but would be used to modify
existing ones, but I seem to be the only person who thinks it is a good
idea. :-(
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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