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From: triple r
Subject: Re: The Thing That Wood Not Be
Date: 10 Mar 2009 13:20:01
Message: <web.49b6a0adb560dad8805d39df0@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "triple_r" <nomail@nomail> schreef in bericht
> news:web.49b655d0b560dad863a1b7c30@news.povray.org...
> >
> > I think you could make the soft shadows work with some creative use (a la
> > Mr. de
> > Groot) of the no_image and no_shadow keywords.
>
> Ah ha! Giving away secrets, are you?  :-)

Oho!  Of course it was only a guess, but I must be right about your methods
then, otherwise you wouldn't be so defensive!  Unless this is reverse
psychology...

 - Ricky


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From: Eriban
Subject: Re: The Thing That Wood Not Be
Date: 10 Mar 2009 18:10:00
Message: <web.49b6e44cb560dad881475b100@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> That is very nice indeed.

Thanks.

> I did the following back in 2006 as a wip that did not go further. Your
> scene is more beautiful however.

Also, the connection between my wooden pieces is stronger. Very important of
course. ;-)

Erwin


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From: Eriban
Subject: Re: The Thing That Wood Not Be
Date: 10 Mar 2009 18:25:00
Message: <web.49b6e82fb560dad881475b100@news.povray.org>
"triple_r" <nomail@nomail> wrote:
> Forgive the self-promotion, but this genre is always one of my favorites.  I
> love the concept and the woodworking.  Here's one which probably uses a similar
> technique that I finally semi-finished up after about a six-year hiatus.

Only a six-year hiatus? That's nothing compared to my eleven years! ;-) Anyway,
I like your impossible dog house (and the thread that went with it). Only thing
I'd probably change if that scene were mine is the piece in the grass that's
crossing in front of the door. The discontinuity of interpretation is a bit too
big for my liking. I prefer more gradual changes. Nevertheless, well done,
especially the grass, and I like the twist with the dog.

> I think you could make the soft shadows work with some creative use (a la Mr. de
> Groot) of the no_image and no_shadow keywords.  The basic trick is to use
> no_shadow on the real part.  Then you add a part where you want the shadow to
> *look* like it's coming from with the no_image keyword.  You can also move the
> lighting to a convenient angle in order to hide some questionable spots.

Yeah, something like that could work. However, I prefer not too use these tricks
that couldn't be used in the real world. I like it when there's at least the
possiblity for complete ray-trace novices to find out how the illusion could be
achieved.

> Either way, I like the image though.

Thanks.

Erwin


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From: Thomas de Groot
Subject: Re: The Thing That Wood Not Be
Date: 11 Mar 2009 05:13:35
Message: <49b780bf$1@news.povray.org>
"triple_r" <nomail@nomail> schreef in bericht 
news:web.49b6a0adb560dad8805d39df0@news.povray.org...
> Oho!  Of course it was only a guess, but I must be right about your 
> methods
> then, otherwise you wouldn't be so defensive!  Unless this is reverse
> psychology...
>

As far as the shadow creation goes, yes, you were correct. The object itself 
was built in Moray (conceptually easier). My simple triangle should give the 
clue as to how it was built. Eriban's object being more complex does not 
give up its secret as easily.

Thomas


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From: Thomas de Groot
Subject: Re: The Thing That Wood Not Be
Date: 11 Mar 2009 05:15:02
Message: <49b78116$1@news.povray.org>
"Eriban" <pov### [at] spamgourmetcom> schreef in bericht 
news:web.49b6e44cb560dad881475b100@news.povray.org...
>
> Also, the connection between my wooden pieces is stronger. Very important 
> of
> course. ;-)

Oh, I completely agree. I used pegs but the structure remained rather wobbly 
:-)  The reason why I did not finish it.

Thomas


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From: Paolo Gibellini
Subject: Re: The Thing That Wood Not Be
Date: 18 Mar 2009 07:13:34
Message: <49c0d75e@news.povray.org>
>Eriban  on date 09/03/2009 19:57 wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
>> Wow!
>> Very nice, especially the tiles of the board!
>> How have you realized them?
>> ;-)
> 
> Thanks for the kind words. If you mean the tiled covering on the desk, I don't
> mind sharing the source for that. It's only the tricks that make up the
> illusion that I prefer to keep to myself, in order not to spoil the mystery.
> :-)
> 
> Erwin
> 
I see...
A CFF trick?
;-)
Paolo


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From: Cousin Ricky
Subject: Re: The Thing That Wood Not Be
Date: 18 Mar 2009 17:30:00
Message: <web.49c16752b560dad878641e0c0@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> >Eriban  on date 09/03/2009 19:57 wrote:
> > Thanks for the kind words. If you mean the tiled covering on the desk, I don't
> > mind sharing the source for that. It's only the tricks that make up the
> > illusion that I prefer to keep to myself, in order not to spoil the mystery.
> >
> I see...
> A CFF trick?

OK, I give up.  What's a CFF trick?

I looked at http://www.acronymfinder.com/CFF.html and
http://www.urbandictionary.com/define.php?term=cff (NSFW), but I still don't


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From: Eriban
Subject: Re: The Thing That Wood Not Be
Date: 19 Mar 2009 14:50:00
Message: <web.49c29322b560dad881475b100@news.povray.org>
"Cousin Ricky" <ric### [at] yahoocom> wrote:
> Paolo Gibellini <p.g### [at] gmailcom> wrote:
> > >Eriban  on date 09/03/2009 19:57 wrote:
> > > Thanks for the kind words. If you mean the tiled covering on the desk, I don't
> > > mind sharing the source for that. It's only the tricks that make up the
> > > illusion that I prefer to keep to myself, in order not to spoil the mystery.
> > >
> > I see...
> > A CFF trick?
>
> OK, I give up.  What's a CFF trick?
>
> I looked at http://www.acronymfinder.com/CFF.html and
> http://www.urbandictionary.com/define.php?term=cff (NSFW), but I still don't


Ha ha, I see the image got you a bit confused. My apologies. Unfortunately, the
CFF acronym is not a clue that reveals the tricks used to create the scene.
"CFF" does actually stand for Cubism For Fun, and is an actual puzzle magazine
(see http://cff.helm.lu/). The reason for including it in the image is that the
double-dovetail connection shown on the cover of the magazine is an actual
puzzle. Although it may look impossible, it can be physically created. However,
with the dovetail connection realized as shown (i.e. according to the wooden
piece that lies detached on the desk) the connection is really impossible to put
together. Still, in the scene file that's not a problem. An impossible
connection like that is easily joined in the POV-Ray universe :-)

Cheers,
Erwin

P.S. I was not sure if you actually wanted me to post the source for the tiled
covering on the desk; there's not really that much to it. However, if you're
interested, let me know. I will then extract and polish up that bit of code,
and upload it.


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From: Shay
Subject: Re: The Thing That Wood Not Be
Date: 19 Mar 2009 17:49:56
Message: <49c2be04@news.povray.org>
The table is beautiful.

  -Shay

Eriban wrote:


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From: Cousin Ricky
Subject: Re: The Thing That Wood Not Be
Date: 19 Mar 2009 23:50:00
Message: <web.49c3120bb560dad878641e0c0@news.povray.org>
"Eriban" <pov### [at] spamgourmetcom> wrote:
>  The reason for including it in the image is that the
> double-dovetail connection shown on the cover of the magazine is an actual
> puzzle. Although it may look impossible, it can be physically created.

I can think of a way, but you have to not assume that the back looks like the
front.

> However,
> with the dovetail connection realized as shown (i.e. according to the wooden
> piece that lies detached on the desk) the connection is really impossible to put
> together.

I noticed that.

> Still, in the scene file that's not a problem. An impossible
> connection like that is easily joined in the POV-Ray universe :-)

:-)


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