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Hi all, I finally got a bit of a break in my hectic schedule this week so I took
some "me" time and rendered these rocks in placid water. I was trying to
duplicate a photo I saw; I came close, but there are still some things left to
work on, so we'll see... the rocks are isosurfaces (yes, I still see some
floating fragments). Illumination is completely from radiosity and a highly
ambient sky_sphere.
Comments/suggestions are welcomed as always - happy weekend :)
Cheers,
Rob
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Download 'zenrocks.jpg' (546 KB)
Preview of image 'zenrocks.jpg'
![zenrocks.jpg](/povray.binaries.images/attachment/%3Cweb.48e79b7c570d422cbd1b3ad10%40news.povray.org%3E/zenrocks.jpg?ttop=443866&toff=3000&preview=1)
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web.48e79b7c570d422cbd1b3ad10@news.povray.org...
> Hi all, I finally got a bit of a break in my hectic schedule this week so
> I took
> some "me" time and rendered these rocks in placid water. I was trying to
> duplicate a photo I saw; I came close, but there are still some things
> left to
> work on, so we'll see... the rocks are isosurfaces (yes, I still see some
> floating fragments). Illumination is completely from radiosity and a
> highly
> ambient sky_sphere.
>
> Comments/suggestions are welcomed as always - happy weekend :)
>
> Cheers,
> Rob
>
I litterally mumbled "Oh la vache !"
I can't translate it in English, the closest I think of is "OMG*"
Marc
(*) that does NOT mean I worship a cow :-)
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> web.48e79b7c570d422cbd1b3ad10@news.povray.org...
> Hi all, I finally got a bit of a break in my hectic schedule this week so
> I took
> some "me" time and rendered these rocks in placid water. I was trying to
> duplicate a photo I saw; I came close, but there are still some things
> left to
> work on, so we'll see... the rocks are isosurfaces (yes, I still see some
> floating fragments). Illumination is completely from radiosity and a
> highly
> ambient sky_sphere.
>
> Comments/suggestions are welcomed as always - happy weekend :)
>
> Cheers,
> Rob
Simply fantastic.
Perhaps the contrast between light and shadows in the rock is too high and the
color of the water tends to gray too.
However, this is one of the best achievements in POV that I've ever seen!
A little focal blur and it would be perfect!
> I litterally mumbled "Oh la vache !"
> I can't translate it in English, the closest I think of is "OMG*"
>
> Marc
> (*) that does NOT mean I worship a cow :-)
In Italian should be "Porca vacca!"
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"Robert McGregor" <rob### [at] mcgregorfineart com> schreef in bericht
news:web.48e79b7c570d422cbd1b3ad10@news.povray.org...
> Hi all, I finally got a bit of a break in my hectic schedule this week so
> I took
> some "me" time and rendered these rocks in placid water. I was trying to
> duplicate a photo I saw; I came close, but there are still some things
> left to
> work on, so we'll see... the rocks are isosurfaces (yes, I still see some
> floating fragments). Illumination is completely from radiosity and a
> highly
> ambient sky_sphere.
>
> Comments/suggestions are welcomed as always - happy weekend :)
>
A fossilized oyster shell hash, or a coral, or some hydrothermal stuff! This
is very, very good, Robert. I would be interested to see the formula you
used to achieve that.
Thomas
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"Carlo C." <nomail@nomail> wrote:
If you want to get to the realistically obsessive I suggest a layer of moss or
lichen near water.
Great job.
>
> > I litterally mumbled "Oh la vache !"
> > I can't translate it in English, the closest I think of is "OMG*"
> >
> > Marc
> > (*) that does NOT mean I worship a cow :-)
>
> In Italian should be "Porca vacca!"
Curiously be expressed in Spanish: "Es la leche!"
Litterally : "It's the milk!!"
B. Gimeno
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> A fossilized oyster shell hash, or a coral, or some hydrothermal stuff! This
> is very, very good, Robert. I would be interested to see the formula you
> used to achieve that.
>
> Thomas
Well Thomas, it's mostly textured trickery. Here's the basic code, using image
maps and procedural stone averaged on the isosurfaces (note the boring
no-texture version):
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// pitted stone texture
#declare T_PittedStone = texture {
average
texture_map {
[3
pigment {
average
turbulence 0.15
scale 0.5
pigment_map {
[3 image_map {png "PittedStoneTile2.png" map_type 0 interpolate
2} turbulence 0.15 scale 1.25]
[1 image_map {png "rock02_tile.png" map_type 0 interpolate 2}
turbulence 0.15 scale 1.66]
[1 image_map {png "PlantsTile060.png" map_type 0 interpolate 2}
turbulence 0.15 scale 1.37]
}
}
normal {
average
turbulence 0.15
scale 0.5
normal_map {
[3 bump_map {png "PittedStoneTile2.png" map_type 0 interpolate 2}
turbulence 0.15 scale 1.25]
[1 bump_map {png "rock02_tile_bump.png" map_type 0 interpolate 2}
turbulence 0.15 scale 1.66]
}
}
]
[1 T_Stone10 finish {phong 0 specular 0}]
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// A basic rock pigment function for deforming isosurfaces
#declare fn_Rock = function {
pigment {
granite
turbulence 0.01
scale 3
color_map {
[0 color rgb 0]
[1 color rgb 1]
}
}
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Macro: Rock()
#macro Rock(MaxGradient)
isosurface {
#local amt = RRand(0.33, 0.9, R_Rock);
function { f_sphere(x, y, z, 1)-fn_Rock(x/2, y/2, z/2).hf*amt }
contained_by { sphere { 0, 2 } }
accuracy 0.001
max_gradient MaxGradient
scale 0.5
rotate 360*RRand(0, 1, R_Rock)
}
#end
// create a rock
union {
object { Rock(3.1)
rotate <RRand(0, 360, R_Rock), RRand(0, 360, R_Rock), RRand(0, 360,
R_Rock)>
scale <RRand(4, 7, R_Rock), RRand(2, 3, R_Rock), RRand(4, 7, R_Rock)>
translate <-8, 1, -1>
}
object { Rock(4.4)
rotate <RRand(0, 360, R_Rock), RRand(0, 360, R_Rock), RRand(0, 360,
R_Rock)>
scale <RRand(4, 7, R_Rock), RRand(2, 3, R_Rock), RRand(4, 7, R_Rock)>
translate <-8, 1, -1>
}
texture { T_PittedStone
// very rough planar alignment to camera elevation
// (eliminates most distortion of planar image map on "round" rocks)
rotate x*15
}
}
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Attachments:
Download 'zenrocksnotex.jpg' (34 KB)
Preview of image 'zenrocksnotex.jpg'
![zenrocksnotex.jpg](/povray.binaries.images/attachment/%3Cweb.48e8d1db1835ca62bd1b3ad10%40news.povray.org%3E/zenrocksnotex.jpg?ttop=443866&toff=3000&preview=1)
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Robert McGregor wrote:
> Hi all, I finally got a bit of a break in my hectic schedule this week so I took
> some "me" time and rendered these rocks in placid water. I was trying to
> duplicate a photo I saw; I came close, but there are still some things left to
> work on, so we'll see... the rocks are isosurfaces (yes, I still see some
> floating fragments). Illumination is completely from radiosity and a highly
> ambient sky_sphere.
>
> Comments/suggestions are welcomed as always - happy weekend :)
>
> Cheers,
> Rob
>
>
> ------------------------------------------------------------------------
>
To me, the right-hand rock looks like a turtle leaving to the right, and
the left-hand one looks (vaguely) like a hippopotamus leaving to the
left. Did the middle rock do something bad?? ;-)
Seriously, impressive image.
-=- Larry -=-
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Thank you indeed, Robert! VERY much appreciated. I confess that I had been
fooled by your rocks. I frankly thought that the texture was part of the
isosurface.
Thomas
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> Thank you indeed, Robert! VERY much appreciated. I confess that I had been
> fooled by your rocks. I frankly thought that the texture was part of the
> isosurface.
>
Yeah... I found that isosurfaces and image_maps help each other to be
more realistic.
BTW, fantastic image, Rob... as usual.
Regards,
--
Jaime
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"Jaime Vives Piqueres" <jai### [at] ignorancia org> schreef in bericht
news:48ea3f6b@news.povray.org...
>
> Yeah... I found that isosurfaces and image_maps help each other to be
> more realistic.
>
Indeed. And especially when proceduralized as with your macro.
I have neglected isosurfaces for some time now. I shall have to go back soon
:-)
Thomas
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