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My first attempt at a cgsphere.com like scene, using on pov primitives, and no
spheres...
Could do with some more work, but it's at least looking interesting.
Cheers,
Edouard.
Post a reply to this message
Attachments:
Download 'cg_superellipsoids.jpg' (126 KB)
Preview of image 'cg_superellipsoids.jpg'
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> My first attempt at a cgsphere.com like scene, using on pov primitives, and no
> spheres...
>
> Could do with some more work, but it's at least looking interesting.
>
> Cheers,
> Edouard.
>
>
> ------------------------------------------------------------------------
Interesting ;-)
So, I think I'll write some rules if someone else interested.
Post a reply to this message
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LightBeam napsal(a):
>> My first attempt at a cgsphere.com like scene, using on pov
>> primitives, and no
>> spheres...
>>
>> Could do with some more work, but it's at least looking interesting.
>>
>> Cheers,
>> Edouard.
>>
>>
>> ------------------------------------------------------------------------
>
> Interesting ;-)
> So, I think I'll write some rules if someone else interested.
I am. Please post the wall/floor code (except the pigment)
--
You know you've been raytracing too long when...
you start thinking up your own "You know you've been raytracing too long
when..." sigs (I did).
-Johnny D
Johnny D
Post a reply to this message
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> I am. Please post the wall/floor code (except the pigment)
The camera :
camera {location <0.0, 1.5, -4.0> look_at y*1.1
right x*image_width/image_height
}
The "wall"
// To be improved... ?!
// Large size for far reflections (for my example)
union {
difference {
box {<-1000.0, -1.0, -10000.0><1000.0, 5.0, 10.0>}
cylinder {<-100.1, 5.0, 5.0><1000.1, 5.0, 5.0>5.0}
box {<-1000.1, 0.0, -10000.1><1000.1, 10.1, 5.0>}
}
box {<-1000.0, 5.0, 10.0><1000.0, 15.0, 10.1>}
// pigment, finish... etc.
}
Additional rule :
- Squared image size (mine was 777*777)
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"LightBeam" <seb### [at] gmailcom> wrote in message
news:488ed50d$1@news.povray.org...
>> My first attempt at a cgsphere.com like scene, using on pov primitives,
>> and no
>> spheres...
>>
>> Could do with some more work, but it's at least looking interesting.
>>
>> Cheers,
>> Edouard.
>>
>>
>> ------------------------------------------------------------------------
>
> Interesting ;-)
> So, I think I'll write some rules if someone else interested.
Get this going LB, it's your cookie, and it's a winner. I'm in.
~Steve~
Post a reply to this message
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LightBeam napsal(a):
>> I am. Please post the wall/floor code (except the pigment)
>
> The camera :
>
> camera {location <0.0, 1.5, -4.0> look_at y*1.1
> right x*image_width/image_height
> }
>
> The "wall"
>
> // To be improved... ?!
> // Large size for far reflections (for my example)
> union {
> difference {
> box {<-1000.0, -1.0, -10000.0><1000.0, 5.0, 10.0>}
> cylinder {<-100.1, 5.0, 5.0><1000.1, 5.0, 5.0>5.0}
> box {<-1000.1, 0.0, -10000.1><1000.1, 10.1, 5.0>}
> }
> box {<-1000.0, 5.0, 10.0><1000.0, 15.0, 10.1>}
> // pigment, finish... etc.
> }
>
> Additional rule :
> - Squared image size (mine was 777*777)
Thanks a lot. Would it be possible to convert to an infinite version
(using a plane and shapes.inc/cylinder)? It seems very possible. Should
I do?
--
the ultimate time-killer:
+a0.0 +am2 +r9
Johnny D
Post a reply to this message
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> LightBeam napsal(a):
>>> I am. Please post the wall/floor code (except the pigment)
>>
>> The camera :
>>
>> camera {location <0.0, 1.5, -4.0> look_at y*1.1
>> right x*image_width/image_height
>> }
>>
>> The "wall"
>>
>> // To be improved... ?!
>> // Large size for far reflections (for my example)
>> union {
>> difference {
>> box {<-1000.0, -1.0, -10000.0><1000.0, 5.0, 10.0>}
>> cylinder {<-100.1, 5.0, 5.0><1000.1, 5.0, 5.0>5.0}
>> box {<-1000.1, 0.0, -10000.1><1000.1, 10.1, 5.0>}
>> }
>> box {<-1000.0, 5.0, 10.0><1000.0, 15.0, 10.1>}
>> // pigment, finish... etc.
>> }
>>
>> Additional rule :
>> - Squared image size (mine was 777*777)
> Thanks a lot. Would it be possible to convert to an infinite version
> (using a plane and shapes.inc/cylinder)? It seems very possible. Should
> I do?
>
Of course.
Post a reply to this message
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