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"SharkD" <mik### [at] gmail com> schreef in bericht
news:4aa92bf9$1@news.povray.org...
>
> I would be interested in seeing a panoramic version of the scene, using
> PanoSalado or something.
At this stage, a panoramic view is not really interesting as there is
nothing else to show :-) Later on maybe. It depends very much on the
filling of the scene.
Thomas
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"Paolo Gibellini" <p.g### [at] gmail com> schreef in bericht
news:4aa92b84$1@news.povray.org...
> Wow, very persuasive!
> ;-)
Yep! Thanks! Going the right way indeed.
Thomas
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"Edouard" <pov### [at] edouard info> schreef in bericht
news:web.4aa9a5f8d49c2f41c83e2c410@news.povray.org...
>> And here's another texture - steel with some scratching on the outside,
>> and rust
>> on the inside.
>
> Last one - the Ajax mesh with a steel proximity texture, and some
> post-processing in Photoshop.
>
Excellent! After working on the cenotaph, I shall have to put my hands to
some scuptures too indeed.
Thomas
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> "SharkD" <mik### [at] gmail com> schreef in bericht
> news:4aa92bf9$1@news.povray.org...
>> I would be interested in seeing a panoramic version of the scene, using
>> PanoSalado or something.
>
> At this stage, a panoramic view is not really interesting as there is
> nothing else to show :-) Later on maybe. It depends very much on the
> filling of the scene.
>
> Thomas
>
>
For a panoramic, you'd need to move the camera forward to put it
somewhere in the yard.
Then, just, maybe, place some place holders beheind the gates.
Alain
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"Alain" <aze### [at] qwerty org> schreef in bericht
news:4aac3f12$1@news.povray.org...
> For a panoramic, you'd need to move the camera forward to put it somewhere
> in the yard.
>
> Then, just, maybe, place some place holders beheind the gates.
Of course. However, the yard itself if far from interesting at this stage,
at least in my view and my (future) intentions :-)
Thomas
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"Edouard" <pov### [at] edouard info> wrote:
> Features:
> - New, simpler API.
> - Smoothing built-in.
> - New example objects
> - Uses much tighter bounding boxes on some objects)
> - Automatically determines grid size
> - Stores parameters in a text ".prox" file alongside the DF3 file
>
> Cheers,
> Edouard.
Just to say that your work is much appreciated.
Thanks.
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From: Jim Charter
Subject: Re: DF3 Proximity Pattern - 0.95 Released
Date: 15 Sep 2009 01:30:32
Message: <4aaf2678@news.povray.org>
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Proximity macro applied to corinthian capital mesh model
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Attachments:
Download '024.jpg' (111 KB)
Preview of image '024.jpg'
![024.jpg](/povray.binaries.images/attachment/%3C4aaf2678%40news.povray.org%3E/024.jpg?preview=1)
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From: Thomas de Groot
Subject: Re: DF3 Proximity Pattern - 0.95 Released
Date: 15 Sep 2009 04:27:00
Message: <4aaf4fd4@news.povray.org>
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:4aaf2678@news.povray.org...
> Proximity macro applied to corinthian capital mesh model
>
Beautiful. Really convincing.
Thomas
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Jim Charter schrieb:
> Proximity macro applied to corinthian capital mesh model
Nice one.
Needs a bit tweaking of the gradient or the textures mixed I think.
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From: Christian Froeschlin
Subject: Re: DF3 Proximity Pattern - 0.95 Released
Date: 15 Sep 2009 06:15:31
Message: <4aaf6943$1@news.povray.org>
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Jim Charter wrote:
> Proximity macro applied to corinthian capital mesh model
Looks great! I wonder if the proximity pattern could be extended
with a directional component as I would imagine that parts which
are protected under an overhang get less impact from weather,
pidgeons and such. Or for a partial effect it might simply
be combined with a slope pattern?
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