POV-Ray : Newsgroups : povray.binaries.images : Weathered objects macros Server Time
1 Aug 2024 22:16:58 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Weathered objects macros
Date: 19 Apr 2008 03:24:27
Message: <48099e2b$1@news.povray.org>
This is excellent. Thank you, Bill. A little bootstrap to get us on our way 
:-)

SSS is definitely awesome for these!!

Thomas


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From: Christian Froeschlin
Subject: Re: Weathered objects macros
Date: 19 Apr 2008 09:52:25
Message: <4809f919$1@news.povray.org>
Bill Pragnell wrote:

> And, just to prove it can be done, here's the original demo scene but using
> subsurface scattering to give a plastic, waxy look instead:

Bonk, ouch (my jaw hitting the desk)! Great!

How long did this render?

Can you add the SSS to the simple demo scene as well?


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From: Chambers
Subject: Re: Weathered objects macros
Date: 20 Apr 2008 03:38:37
Message: <480af2fd$1@news.povray.org>
Bill Pragnell wrote:
> Hope this is useful to some of you out there!
> Bill

Thanks, Bill!  I know for a fact this will help be build things :)

-- 
...Ben Chambers
www.pacificwebguy.com


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From: Jim Charter
Subject: Re: Weathered objects macros
Date: 20 Apr 2008 20:31:35
Message: <480be067@news.povray.org>
Bill Pragnell wrote:

WONDERFUL.  I was already a big user of the brick includes, but this 
really completes the picture.  Thanks!


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From: Dave Matthews
Subject: Re: Weathered objects macros
Date: 21 Apr 2008 01:15:00
Message: <web.480c225cbc501b2e074a57f0@news.povray.org>
Really nice stuff, Bill, as always.  Now that our union got its contract signed
(I ended up on the negotiating team -- NEVER AGAIN!!!) maybe I'll have time to
get back to something useful, constructive and enjoyable, like POVRay.  I just
started looking over the macro, and between stuff you've done, and Sam Benge,
and a bunch of others -- material to keep me busy for weeks.  Thanks, all!

Dave


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From: Bill Pragnell
Subject: Re: Weathered objects macros
Date: 21 Apr 2008 06:35:01
Message: <web.480c6d0ebc501b2731f01d10@news.povray.org>
"St." <dot### [at] dotcom> wrote:
>    Bill, you're a hero.

I even wear my underpants over my trousers ;-)


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From: Bill Pragnell
Subject: Re: Weathered objects macros
Date: 21 Apr 2008 06:40:00
Message: <web.480c6e17bc501b2731f01d10@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> Bonk, ouch (my jaw hitting the desk)! Great!

:)

> How long did this render?

Not too long; about 2-3 hours on a year-old MacBook. It doesn't use area_lights
or radiosity, of course!.

> Can you add the SSS to the simple demo scene as well?

I can - I'll post it this week. I'm not completely satisfied with the SSS - it
uses a combination of media and surface transparency, and tends to either
saturate or end up too transparent (look at the blue blocks carefully). It's
not a bad approximation though!


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From: Bill Pragnell
Subject: Re: Weathered objects macros
Date: 21 Apr 2008 06:45:00
Message: <web.480c6f78bc501b2731f01d10@news.povray.org>
A big 'you're welcome' to everybody who responded to this post. As I said
before, please let me know if you encounter any problems using the macros, I'll
try to help or fix any bugs (or decide whether missing features count as bugs!).

:)


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From: Zeger Knaepen
Subject: Re: Weathered objects macros
Date: 25 Apr 2008 08:55:38
Message: <4811d4ca$1@news.povray.org>
"In all cases, an inside_vector is added to the mesh, so they can be used
in CSG. Additionally, they are completely closed volumes and so will also 
work
as media containers (you will need to add the hollow keyword)."

As far as I know, if a mesh is completely closed, you don't need to specify 
an inside_vector, as the default will work just fine.

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Sven Littkowski
Subject: Re: Weathered objects macros
Date: 8 May 2008 01:01:14
Message: <4822891a$1@news.povray.org>
Not much more to say than that I really like your macro. Looks fine! I would 
like to test it with some of my scenes, to be honest...

Sven



"Bill Pragnell" <bil### [at] hotmailcom> schrieb im Newsbeitrag 
news:web.48073d3099729eac731f01d10@news.povray.org...
> Phew, took a bit longer than I thought, but the include file is ready for 
> the
> discerning public. :)
>
> As described previously, these macros are for making mesh2 versions of 
> simple
> shapes like bricks, spheres and so on, and applying surface displacement 
> such
> as weathering. The weathering function takes the form of a pre-#declared
> pigment, and the resulting mesh2 can be used directly or saved to a .inc 
> file
> for later use (and much quicker parsing).
>
> I wrote these mainly for building structures from small, real-looking 
> bricks and
> blocks, where high-res meshes are not vital, and render many times faster 
> than
> the equivalent isosurfaces. There may be artifacts when these objects are
> viewed up close, and meshes of acceptable closeup quality may occupy a 
> good
> deal of memory (from my tests, a 150-200 res mesh will yield a ~10MB .inc
> file). However, I have tried to make them as flexible as possible, so 
> please
> punish them and let me know if they break!
>
> The include file can be obtained here:
>
> http://www.infradead.org/~wmp/resources/meshrelief.inc
>
> and has more detailed instructions / descriptions as comments. I will also
> upload it to the objects collection soon. Just to show it off a little, 
> below
> is a demo pic.
>
> Hope this is useful to some of you out there!
> Bill
>


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