POV-Ray : Newsgroups : povray.binaries.images : Back to basics Server Time
7 Aug 2024 19:26:54 EDT (-0400)
  Back to basics (Message 1 to 7 of 7)  
From: PM 2Ring
Subject: Back to basics
Date: 25 Nov 2005 05:35:01
Message: <web.4386e7aef26aebd52eef1b3b0@news.povray.org>
Sometimes, it's nice to get back to basics.

// Persistence of Vision Ray Tracer Scene Description File
// File: RCYBTest.pov
// Vers: 3.6
// Desc: Basic Scene Example
// Date: 2005.09.03
// Auth: PM 2Ring
//
//  -f +A0.6  +AM2 +R1
//  -f -A0.4  +AM2 +R1
//  -d +A0.1  +AM2 +R3
//  -d +A0.15 +AM2 +R2
//  -d +W1200 +H900 +A0.1 +AM2 +R2
//
//

#version 3.6;

global_settings {
  assumed_gamma 1.0
  //radiosity{pretrace_end 0.8 always_sample 0}
}

// ----------------------------------------

#declare CamPos = <2.75, 2.75, -5.25>;
camera {
  location CamPos
  direction z
  right     x*image_width/image_height up y
  look_at   -y*.35
  angle 42
}

#if(0)
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.2 rgb 0.1]
      [0.7 rgb 1.1]
    }
  }
}
#end

//light_source {<-30, 30, -30> rgb 1.75 spotlight point_at 0 falloff 3.5
radius 0.75}
//light_source {CamPos rgb .35}

light_source {
  <-30, 30, -30> *1.5
  //rgb 1
  rgb 1.75 spotlight point_at 0 falloff 2.5 radius 0.75
  area_light 1.25*x,1.25*z,7,7 jitter adaptive 1 orient circular
}

light_source {CamPos rgb .1}

//---Color Maps--------------------------------------------

//Make a color_map from a0 to a1
#macro CMRange(a0, a1)color_map{[0 a0][1 a1]}#end

//Make a color_map from Black to a
#macro CMFull(a)CMRange(rgb 0, a)#end
//#macro CMFull(a)CMRange(-a, a)#end

//Convert UV coordinates to RGB
#declare subCount = 1;
#macro UVtoRGB(U,V) (<1+U+V, subCount-U+V, 2*subCount-1-U-V>/(2*subCount))
#end

// ----------------------------------------

plane {
  y, -1.0001
  pigment {checker rgb 0 rgb 1 scale 2}
  finish{ambient 0*.05 diffuse .85 specular 0.5 roughness 1e-3 reflection
..1}
}

#declare F = 0.5;
#declare RCYB0 = pigment{
  average
  pigment_map{
    [function{(1+x+y)/2} CMFull(red 3)]
    [function{(1-x+y)/2} CMFull(green 3)]
    [function{(1-x-y)/2} CMFull(blue 3)]
  }
}

#declare FBox = finish{ambient .4 diffuse 0.8 specular 1 roughness 1e-4
reflection {0.1,0.25 fresnel}}

#declare TBox = texture {
  pigment {
    RCYB0
  }
  finish{FBox}
  scale sqrt(2)*1.0001
  rotate 45*z
}

#declare Box = box {-1, 1 texture {TBox}}

#declare DrillRad = .75; //sqrt(.5);
#declare DrilledBox =
difference{
  box {-1, 1}
  cylinder{-x,x, DrillRad scale 1.0001}
  cylinder{-y,y, DrillRad scale 1.0001}
  cylinder{-z,z, DrillRad scale 1.0001}

  texture {TBox}interior{ior 2.5}
}

//object{Box}
object{DrilledBox}

//sphere{CamPos, .1 pigment{rgb 1 filter .2 transmit 1.25}}

// ----------------------------------------


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Attachments:
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rcybtestc3s.jpg


 

From: Burki
Subject: Re: Back to basics
Date: 25 Nov 2005 06:20:00
Message: <web.4386f31bdf1560774f17dd8d0@news.povray.org>
"PM 2Ring" <nomail@nomail> wrote:
> Sometimes, it's nice to get back to basics.

Simply beatiful.

Bu.


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From: Thomas de Groot
Subject: Re: Back to basics
Date: 25 Nov 2005 08:27:50
Message: <43871156@news.povray.org>
Basics are beautiful! :-)
I like this

Thomas


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From: PM 2Ring
Subject: Re: Back to basics
Date: 25 Nov 2005 09:00:02
Message: <web.4387176cdf1560772eef1b3b0@news.povray.org>
"Thomas de Groot" <t.d### [at] internlnet> wrote:
> Basics are beautiful! :-)
> I like this
>
> Thomas

Thanks, Thomas, and thankyou too, Burki!

I think it's the high ambient 0.4 in the cube's finish that gives it that
extra appeal. FWIW, high ambients were a common trick in the days of
DKBtrace, which didn't have radiosity.

Here's a related shape, using a more pastel version of the Red-Cyan,
Blue-Yellow colour space.


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Attachments:
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rcybteste0s.jpg


 

From: news povray org
Subject: Re: Back to basics
Date: 1 Dec 2005 02:03:09
Message: <438ea02d@news.povray.org>
PM 2Ring wrote:
> Sometimes, it's nice to get back to basics.

Spooky, this looks just like a shape I was playing with a couple of months back, 
for maybe a first post... but I got distracted and never finished it.

Great minds think alike :)


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Attachments:
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sphube.jpg


 

From: PM 2Ring
Subject: Re: Back to basics
Date: 2 Dec 2005 00:10:01
Message: <web.438fd581df1560778549bfe80@news.povray.org>
"news.povray.org" <js### [at] suncom> wrote:
> PM 2Ring wrote:
> > Sometimes, it's nice to get back to basics.
>
> Spooky, this looks just like a shape I was playing with a couple of months
> back, for maybe a first post...

Tasty! But it does look like it's floating above the floor.
Is it just hollowed out using cylinders, or did you use a sphere as well?
I like your bevelled tiles. I think reflective scenes like this are crying
out for an .hdri lightprobe.

> but I got distracted and never finished it.

My hard drives are littered with POV projects that I intend to get back to,
some day... :)

> Great minds think alike :)

:)

Here's one of mine on a tiled floor.

//------------------------------------------------------------

// Persistence of Vision Ray Tracer Scene Description File
// File: IsoTiles.pov
// Vers: 3.6
// Desc: Multiple rounded square tiles using a single isosurface
// Date: 2005.09.06
// Auth: PM 2Ring
//
//  -D +A0.1 +AM2 +R2
//  -F -A0.5 +AM2 +R1
//  -d +W1200 +H900 +A0.1 +AM2 +R2 +C
//

#version 3.6;

#include "functions.inc"
#include "colors.inc"
#include "stones.inc"

global_settings {
  assumed_gamma 1.0
  //max_trace_level 20
  //radiosity{pretrace_end 0.08 always_sample off brightness 0.5}
}

#declare TGrout =
texture{
  pigment{granite scale .08 color_map{[0.2 rgb .8][0.8 rgb 1]}}
  finish{ambient 0.15 diffuse .875}
  normal{granite .2 scale .085}
}

#declare StoneMax=44;
#declare T_Stones0 = array[StoneMax]{
  T_Stone1, T_Stone2, T_Stone3, T_Stone4, T_Stone5,
  T_Stone6, T_Stone7, T_Stone8, T_Stone9, T_Stone10,
  T_Stone11, T_Stone12, T_Stone13, T_Stone14, T_Stone15,
  T_Stone16, T_Stone17, T_Stone18, T_Stone19, T_Stone20,
  T_Stone21, T_Stone22, T_Stone23, T_Stone24, T_Stone25,
  T_Stone26, T_Stone27, T_Stone28, T_Stone29, T_Stone30,
  T_Stone31, T_Stone32, T_Stone33, T_Stone34, T_Stone35,
  T_Stone36, T_Stone37, T_Stone38, T_Stone39, T_Stone40,
  T_Stone41, T_Stone42, T_Stone43, T_Stone44,
}

#declare TGloss = texture{
  pigment{rgb 1 transmit 1.15}
  finish{ambient 0 diffuse 0.5 phong 1 phong_size 250 reflection 0.1}
}

#declare StoneMax=7;
#declare T_Stones = array[StoneMax]{
  T_Stone8, T_Stone15,  T_Stone16, T_Stone17, T_Stone17, T_Stone17,
T_Stone21,
}

//Add gloss to stones
#if(1)
#declare I=0;
#while(I<StoneMax)
  #declare T_Stones[I] = texture{T_Stones[I] scale 2 } texture{TGloss}
  #declare I=I+1;
#end
#end

#declare W = 1/24;              //Cell width

//centered absolute modulus
#declare amod = function(A,B) {mod(abs(A),2*B)-B}

//sign-sensible modulus
#declare smod = function(A,B) {mod(B+mod(A,B),B)}

#declare DI=1/StoneMax;
#declare MultiStone = texture{
  cells
  texture_map{
  #declare I=0;
  #while(I<StoneMax)
    [I*DI T_Stones[I]]
    [(I+1)*DI T_Stones[I]]
    #declare I=I+1;
  #end
  }
}

#declare MultiStone1 = texture{
  cells
  texture_map{
    [0.2 T_Stones0[17]]
    [0.2 T_Stones0[16]]
    [0.9 T_Stones0[16]]
    [0.9 T_Stones0[20]]
  }
}

#declare DrillRad = 0.75; //sqrt(.5);
#declare DrilledBox =
difference{
  box {<-1,-1,-1>, <1,1,1>}
  cylinder{-x,x, DrillRad scale 1.0001}
  cylinder{-y,y, DrillRad scale 1.0001}
  cylinder{-z,z, DrillRad scale 1.0001}

  texture {pigment{rgb <1 .9 .5>}finish{ambient 0 diffuse 0.2 specular 1
roughness 1e-4 reflection{0.8 metallic}}}

  translate <2, 0, -2>
}

//#declare TW = .975;
#declare TW = 1.05;
#declare Tiles =
isosurface{
  function {f_rounded_box(amod(x,W)*TW, y, amod(z,W)*TW, .0135, W, W, W)}
  contained_by{box{<-1,0,-1>,<1,W,1>}}
  max_gradient 1.0

  texture {MultiStone scale 2*W}

  //pigment{checker rgb 0, rgb 1 scale 2*W}
  //finish{ambient .05 diffuse .875 specular 0.5 roughness 1e-4 reflection
0.15}

  scale 8
  translate y*-(1+ 8*W)*1.001
}

//------------------------------------------------------------

object{DrilledBox}
object{Tiles}

#if(1)
sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.2 rgb 0.1]
      [0.7 rgb 0.9]
    }
  }
}
#end

#if(1)
plane {
  y, -1.075
  texture{
    TGrout
    //pigment {red 1}
  }
}
#end

#declare CamPos = <3, 6, -8>*1.5;
camera {
  location CamPos
  direction z
  right     x*image_width/image_height up y
  look_at   -y*4
  angle 40
}

light_source {
  <-1, 6, -8> * 10
  #if(0)
    rgb 1
  #else
    rgb 200 // 150
    //area_light 3*x,3*z,5,5 jitter adaptive 1 orient circular
    spotlight point_at <0,1.2,-5> falloff 4 radius 1
    fade_distance 4.75 fade_power 2
  #end
}

//light_source {CamPos rgb .05}

//------------------------------------------------------------


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isotilea6s.jpg


 

From: Justin Stringfellow
Subject: Re: Back to basics
Date: 2 Dec 2005 02:15:47
Message: <438ff4a3@news.povray.org>
> Tasty! But it does look like it's floating above the floor.

It's floating, for sure....!

> Is it just hollowed out using cylinders, or did you use a sphere as well?

Yeah, there's a sphere in there too. It's based on a doodle I did on a 
schoolbook many years ago, and repeated a few times over the years. It occurred 
to me to try rendering it as a first attempt at composing something from 
scratch... after about 13 or 14 years of fiddling around with POV!

> I like your bevelled tiles. I think reflective scenes like this are crying
> out for an .hdri lightprobe.

The floor's borrowed from a scene posted on this newsgroup a couple of years 
back, I'm afraid - it was just there until I got round to building my own from 
scratch.

Maybe I'll tidy it all up and post it as a proper first post at some point.


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