POV-Ray : Newsgroups : povray.binaries.images : electron microscope-like effect (152 k) Server Time
8 Aug 2024 12:20:36 EDT (-0400)
  electron microscope-like effect (152 k) (Message 14 to 23 of 23)  
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From: Rangifer
Subject: Re: The Dark Side
Date: 2 Aug 2005 13:34:01
Message: <42efae89$1@news.povray.org>
zorglub wrote:
> A different approach :
> 
> Only one point_light with a negative color at camera position, and an 
> ambient texture.
> 
> camera {
>   location  <0.0, 0, -10.0>
>   direction 1.5*z
>   right     x*image_width/image_height
>   look_at   <0.0, 0.0,  0.0>
> }
> light_source {
>   <0, 0, -15> // same as cam, to eliminate the side/parallax effect
>   color rgb -2 // megative value for dark side, greater than 1 for good 
> contrast ;)
>   shadowless
> }
> // the excellent texture, slightly modified
> #local Surface = texture {
>  pigment { color rgb <0.804, 0.82, 0.85> }
>  normal { agate scale 0.1 }
>  finish { ambient 2 diffuse 1 }  // ambient greater than 1 for good 
> contrast
> }
> 
> ------------------------------------------------------------------------
> 
This is a bit like John Bradshaw SEM texture a few years back.
<3c726ebb@news.povray.org>
<3c7649de@news.povray.org>
<3caee275@news.povray.org>

-r


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From: Wagner
Subject: Re: electron microscope-like effect (152 k)
Date: 2 Aug 2005 13:50:01
Message: <web.42efb222badb99647fd377250@news.povray.org>
Just for fun =)

-------------------------------
Wagner


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Attachments:
Download 'mic2.png' (139 KB)

Preview of image 'mic2.png'
mic2.png


 

From: Oleguer Vilella
Subject: Re: electron microscope-like effect (152 k)
Date: 2 Aug 2005 16:35:46
Message: <42efd922$1@news.povray.org>
Just curiosity, have you got an ebook? I'm planning to buy one on January, 
because I think it will appear the new one the next year.

Regards,
Oleguer




news:web.42efa455badb99647196f5900@news.povray.org...
> "helge_h" <nomail@nomail> wrote:
>
>> MegaPov requires Windows, I believe; I'm on a Mac. But it would be nice 
>> to
>> see an example.
>>
>> > Bob Hughes:
>
> http://users.skynet.be/smellenbergh/
>
> (MacMegaPov -- I use it all the time, since my souped-up G3 has problems
> with the official Mac compile of POVRay.  I "souped" it myself; that's 
> most
> likely the problem.)
>
> Dave Matthews
>


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From: helge h
Subject: Re: electron microscope-like effect (152 k)
Date: 2 Aug 2005 19:50:00
Message: <web.42f0059abadb99648072d1170@news.povray.org>
Thanks for the MacMegaPov link, Dave, maybe I'll look at it.

Wagner and Rangifer: thanks for the tips, slope maps look good, too.

"Oleguer Vilella" <ole### [at] infonegociocom> wrote:
> Just curiosity, have you got an ebook? I'm planning to buy one on January,
> because I think it will appear the new one the next year.

I have a 5 year old G4 Mac, running just fine.

H


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From: zorglub
Subject: Re: electron microscope-like effect (152 k)
Date: 3 Aug 2005 05:25:10
Message: <42f08d76@news.povray.org>

> You can use slope to, and no lights:

Wouaouh ! It's so cool !
It gives the best result, IMHO


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Attachments:
Download 'testslope.jpg' (86 KB)

Preview of image 'testslope.jpg'
testslope.jpg


 

From: repiv
Subject: Re: electron microscope-like effect
Date: 3 Aug 2005 05:44:33
Message: <42f09201@news.povray.org>
zorglub wrote:
> Wouaouh ! It's so cool !
> It gives the best result, IMHO
You should you far less (if any) bluring, electron-microscopes have a very 
high depth of field.
(See http://en.wikipedia.org/wiki/Image:Misc_pollen.jpg for example)


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From: Oleguer Vilella
Subject: Re: electron microscope-like effect (152 k)
Date: 3 Aug 2005 07:05:02
Message: <42f0a4de$1@news.povray.org>
Ahh, all right.

Congratulations for your image.

Regards,
Oleguer




news:web.42f0059abadb99648072d1170@news.povray.org...
> Thanks for the MacMegaPov link, Dave, maybe I'll look at it.
>
> Wagner and Rangifer: thanks for the tips, slope maps look good, too.
>
> "Oleguer Vilella" <ole### [at] infonegociocom> wrote:
>> Just curiosity, have you got an ebook? I'm planning to buy one on 
>> January,
>> because I think it will appear the new one the next year.
>
> I have a 5 year old G4 Mac, running just fine.
>
> H
>


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From: bob
Subject: Re: electron microscope-like effect (152 k)
Date: 4 Aug 2005 02:42:30
Message: <42f1b8d6$1@news.povray.org>
zorglub wrote:

> 
>> You can use slope to, and no lights:
> 
> Wouaouh ! It's so cool !
> It gives the best result, IMHO

that is beautiful. i like these a lot!


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From: Numb-C
Subject: Re: The Dark Side
Date: 8 Aug 2005 05:20:01
Message: <web.42f722dc1e6e9fe0726bd13c0@news.povray.org>
I always liked this effect and it's cool to see it's done in POVRay too.
But since I just started with POVRay after years of absence I was wondering
if one of you guys could post the complete scene ?


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From: helge h
Subject: Re: The Dark Side
Date: 8 Aug 2005 20:55:00
Message: <web.42f7fdc61e6e9fe08072d1170@news.povray.org>
"Numb-C" <ann### [at] philipscom> wrote:
> I always liked this effect and it's cool to see it's done in POVRay too.
> But since I just started with POVRay after years of absence I was wondering
> if one of you guys could post the complete scene ?

Sure, here's mine:

// Persistence of Vision Ray Tracer Scene Description File
// File: elmicro.pov
// Vers: 3.6
// Desc: electron-microscope-like effect
// Date: 050809
// Auth: Helge Hansen
//
#version 3.6;

global_settings {
 assumed_gamma 1.0
}

// ----- Camera, etc. -----

camera {
 location  <0, 0, -8>
 direction 1.5*z
 right     x*image_width/image_height
 look_at   <0, 0, 0>
}

background { color <1,1,1> * 0 }

fog {
  fog_type 1
  distance 15
  color <0,0,0>
}

// ----- Lights ------

#local N = 12; // number of lights
#local I = 0;
#while (I < N)
 light_source {
  <0, 500, 50> // (note the z distance)
  color <1, 1, 1> * 7.5 / N // adjust strength
  parallel
  point_at <0, 0, 0>
  shadowless
  rotate z * I * 360 / N
 }
 #local I = I + 1;
#end

// ------ Texture -------

#local Surface = texture {
 pigment { color rgb <0.80, 0.82, 0.85> }
 normal { agate scale 0.1 }
 finish { ambient 0 diffuse 1 }
}

// ------ Parts ------

#local Tentacle = union {
 torus { 0.1, 0.1 }
 cylinder { <0,0,0>, <0,1,0>, 0.1 }
 sphere { <0,1,0>, 0.2 }
}

#local Tentacle_sphere = union {
 sphere { 0,1 } // main sphere

 union {
  object { Tentacle
   translate y * 1.0
  }
  object { Tentacle
   translate y * 1.0
   rotate x * 180
  }

  #local Tentacles = 0;
  #while (Tentacles < 6)
   object { Tentacle
    translate y * 1.0
    rotate x * 60
    rotate y * Tentacles * 60
   }
   #local Tentacles = Tentacles + 1;
  #end

  #local Tentacles = 0;
  #while (Tentacles < 6)
   object { Tentacle
    translate y * 1.0
    rotate x * 120
    rotate y * (Tentacles * 60 + 30)
   }
   #local Tentacles = Tentacles + 1;
  #end
 }
 rotate <90,15,0> // adjustment to avoid looking straight at
// one of the tentacles on one of the closest 'things'
}

// ------ Placing the parts -------

// (not sure if this is optimal; probably a lot of 'things' out of view,
// and some collisions)

#local Distance = 7;

union {
 #local rx = seed (1.11);
 #local ry = seed (2.22);
 #local rz = seed (3.33);
 #local rr = seed (4.44);

 #local i_z = 15;
 #while (i_z > 0)
  #local i_y = 6;
  #while (i_y > 0)
   #local i_x = 8;
   #while (i_x > 0)
    object { Tentacle_sphere
     rotate y * 360 * rand (rr)
     translate <
      8 * Distance / 2 - i_x * (Distance - 0.5 * Distance * rand(rx)),
      6 * Distance / 2 - i_y * (Distance - 0.5 * Distance * rand(ry)),
      Distance / 2 + i_z * (Distance - 0.5 * Distance * rand(rz))
      >
    }
    #local i_x = i_x - 1;
   #end
   #local i_y = i_y - 1;
  #end
  #local i_z = i_z - 1;
 #end
 texture { Surface }
}

// ------- the end --------


H


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