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  dodeca-icosa transformation (76k jpg) (Message 1 to 8 of 8)  
From: stbenge
Subject: dodeca-icosa transformation (76k jpg)
Date: 11 May 2008 20:51:23
Message: <4827948b@news.povray.org>
Hi again,

I stored the vertices of both a dodecahedron and an icosahedron into 
arrays, and and have morphed the two together. The points were found by 
employing the vtransform() macro to a starting vector, using rotation 
values from "shapes2.inc". A simple linear interpolation was performed 
to create a patch of spheres, which was in turn copied and rotated in a 
dodecahedral fashion. I'm just getting my feet wet here, so-to-speak.

Questions, comments, I'd like to hear 'em~

Sam


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Attachments:
Download 'lbtest3_25b.jpg' (74 KB)

Preview of image 'lbtest3_25b.jpg'
lbtest3_25b.jpg


 

From: Mike the Elder
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 12 May 2008 22:15:00
Message: <web.4828f8a51b4f09249f76baaf0@news.povray.org>
stbenge <stb### [at] hotmailcom> wrote:
> Hi again,
>
> I stored the vertices of both a dodecahedron and an icosahedron into
> arrays, and and have morphed the two together. The points were found by
> employing the vtransform() macro to a starting vector, using rotation
> values from "shapes2.inc". A simple linear interpolation was performed
> to create a patch of spheres, which was in turn copied and rotated in a
> dodecahedral fashion. I'm just getting my feet wet here, so-to-speak.
>
> Questions, comments, I'd like to hear 'em~
>
> Sam

Excellent piece. Very tactile looking.

Best Regards,
Mike C.


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From: triple r
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 12 May 2008 23:00:01
Message: <web.482903591b4f0924dcb320720@news.povray.org>
stbenge <stb### [at] hotmailcom> wrote:
> Hi again,
>
> I stored the vertices of both a dodecahedron and an icosahedron into
> arrays, and and have morphed the two together. The points were found by
> employing the vtransform() macro to a starting vector, using rotation
> values from "shapes2.inc". A simple linear interpolation was performed
> to create a patch of spheres, which was in turn copied and rotated in a
> dodecahedral fashion. I'm just getting my feet wet here, so-to-speak.
>
> Questions, comments, I'd like to hear 'em~
>
> Sam

Clever!  And thanks for the motivation!  I have a version of this path-tracing
now, but I don't think I'll be able to afford the render time.  Just five
independent, interlocking pieces.  The real thing is back home.  It's easy to
hold it, turn it, and stare at it for quite some time.

 - Ricky


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Attachments:
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tetra_3.jpg


 

From: stbenge
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 12 May 2008 23:21:47
Message: <4829094b@news.povray.org>
triple_r wrote:
> Clever!  And thanks for the motivation!

Thanks! Glad to be of service :)

> I have a version of this path-tracing
> now, but I don't think I'll be able to afford the render time.  Just five
> independent, interlocking pieces.  The real thing is back home.  It's easy to
> hold it, turn it, and stare at it for quite some time.
> 
>  - Ricky

Whoa, that look like a photograph, TR. *Very* nice! How did you model 
it? How did you add the luminous bloom effect? Keep posting things like 
that :)

Sam


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From: stbenge
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 12 May 2008 23:23:25
Message: <482909ad$1@news.povray.org>
Mike the Elder wrote:
> 
> Excellent piece.

Thanks.

> Very tactile looking.

Yeah, it reminds me of thermal underwear, or an ACE bandage.

Sam


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From: triple r
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 13 May 2008 00:25:00
Message: <web.482917861b4f0924dcb320720@news.povray.org>
stbenge <stb### [at] hotmailcom> wrote:

> Whoa, that look like a photograph, TR. *Very* nice! How did you model
> it? How did you add the luminous bloom effect? Keep posting things like
> that :)

Thanks, but you won't be so congratulatory when I describe the process:

Wood?  image_map from http://www.defcon-x.de/textures

Tetrahedron?  Wings3d

And for the real kicker,

Bloom?  *gimp* (no color correction though)

I played around with bokeh for bloom or blurring a copy and putting it in front
of the camera, but when it comes right down to it, it's VERY difficult to beat
the controllability and efficiency of post-processing--the bokeh tests I posted
a while back took a whole lot of samples.  That means I only respect you more
for getting it to work, but I really shouldn't be spending this much time on
POV-Ray projects, so I try to make the most of it.  And if that doesn't fly,
I'll have to go for the, "I was young and dumb... it was just a different time
back then" defense.  ;)

 - Ricky


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From: jute
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 13 May 2008 04:45:01
Message: <web.482954961b4f0924f43b014e0@news.povray.org>
"triple_r" <nomail@nomail> wrote:
> stbenge <stb### [at] hotmailcom> wrote:
> Clever!  And thanks for the motivation!  I have a version of this path-tracing
> now, but I don't think I'll be able to afford the render time.  Just five
> independent, interlocking pieces.  The real thing is back home.  It's easy to
> hold it, turn it, and stare at it for quite some time.

This, and Samuel Benge's recent images, perhaps some others, show a bloomy kind
of 'new' lighting effect.  I think I first noticed a similar effect in Tek's
marvelous 'Elements' image.  How're you doing it if I may ask?  Good use of
focal blur is certainly a part of it, but there's something about the lights
too ...

--
jussi


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From: stbenge
Subject: Re: dodeca-icosa transformation (76k jpg)
Date: 13 May 2008 12:28:43
Message: <4829c1bb@news.povray.org>
jute wrote:
> This, and Samuel Benge's recent images, perhaps some others, show a bloomy kind
> of 'new' lighting effect.  I think I first noticed a similar effect in Tek's
> marvelous 'Elements' image.  How're you doing it if I may ask?  Good use of
> focal blur is certainly a part of it, but there's something about the lights
> too ...
> 
> --
> jussi


In my case I'm using POV for the bloom effect. It's a post-process 
effect, but uses POV to do it. This satisfies the POV-purists somewhat. 
I released the code come time ago, under the name of "luminous color 
bleeding" or something to that effect. I've been using a more up-to-date 
version recently which preserves more of the color.

I should probably release the new code, since I've been "testing" it for 
months now. It seems to work pretty well, and I think it might be faster 
than the old version.

Sam


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