POV-Ray : Newsgroups : povray.binaries.images : sculpture Server Time
29 Jul 2024 18:28:18 EDT (-0400)
  sculpture (Message 1 to 7 of 7)  
From: s day
Subject: sculpture
Date: 4 Oct 2013 16:30:02
Message: <web.524f24f6df418f57b9f02fc70@news.povray.org>
Just a quick post, I was planning on using this in a scene I have been working
on but it did not really work when I added. I liked the sculpture object anyway
so did an HDR render just because..

If you do not recognise it, the scupture is based on a Barbara Hepworth
sculpture (all great sculptures to model in POV).

Sean


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Attachments:
Download 'sculpture.png' (571 KB)

Preview of image 'sculpture.png'
sculpture.png


 

From: William F Pokorny
Subject: Re: sculpture
Date: 4 Oct 2013 17:04:23
Message: <524f2d57$1@news.povray.org>
On 10/04/2013 04:28 PM, s.day wrote:
> Just a quick post, I was planning on using this in a scene I have been working
> on but it did not really work when I added. I liked the sculpture object anyway
> so did an HDR render just because..
>
> If you do not recognise it, the scupture is based on a Barbara Hepworth
> sculpture (all great sculptures to model in POV).
>
> Sean
>
Nice. Bill P.


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From: Thomas de Groot
Subject: Re: sculpture
Date: 5 Oct 2013 03:00:11
Message: <524fb8fb$1@news.povray.org>
On 4-10-2013 22:28, s.day wrote:
> If you do not recognise it, the scupture is based on a Barbara Hepworth
> sculpture (all great sculptures to model in POV).

Somehow, it is a sculpture that makes me feel happy. Good work on the 
textures and the illumination.

Thomas


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From: Stephen
Subject: Re: sculpture
Date: 5 Oct 2013 06:47:47
Message: <524fee53$1@news.povray.org>
On 04/10/2013 9:28 PM, s.day wrote:
> Just a quick post, I was planning on using this in a scene I have been working
> on but it did not really work when I added. I liked the sculpture object anyway
> so did an HDR render just because..
>
> If you do not recognise it, the scupture is based on a Barbara Hepworth
> sculpture (all great sculptures to model in POV).
>
I do like Barbara Hepworth's work. Have you been to her house and studio 
in St Ives?

I think that we need a different view to show it off better.

-- 
Regards
     Stephen


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From: s day
Subject: Re: sculpture
Date: 5 Oct 2013 10:35:01
Message: <web.525022ea6a835411b9f02fc70@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> I do like Barbara Hepworth's work. Have you been to her house and studio
> in St Ives?
>
> I think that we need a different view to show it off better.
>
> --
> Regards
>      Stephen

Hi Stephen,

I have been to her house/studio once but about 15 years ago so it is not fresh
in my mind. My daughter did a piece on her for her art homework which reminded
me of her works and as I was looking for something to add to a garden scene I
thought this would work well.

I agree, her work is very interesting and having modelled one I am tempted to do
some more of these.

A different view attached plus the source for the scene below (it was a really
easy piece to model as it is just a blob.

Sean

// PoVRay 3.7 Scene File " ... .pov"
// author:  ...
// date:    ...
//--------------------------------------------------------------------------
#version 3.7;

#declare useRad=1;
#declare radQuality=10;
#declare useFocalBlur=10;


global_settings {
#if(useRad)
ambient_light 0
  radiosity {

#if(useRad = 2)
    pretrace_start 0.08           // start pretrace at this size
    pretrace_end   0.001           // end pretrace at this size
#end
#if(useRad = 1)
    pretrace_start 1           // start pretrace at this size
    pretrace_end   1           // end pretrace at this size
    always_sample off  //
#end

    count 20*radQuality 50*radQuality                      // higher -> higher
quality (1..1600) [35]

    nearest_count 10+(radQuality) //10+(radQuality/2)               // higher ->
higher quality (1..10) [5]

    low_error_factor .5           // reduce error_bound during last pretrace
step
    gray_threshold 0.0            // increase for weakening colors (0..1) [0]
    minimum_reuse 0.015           // reuse of old radiosity samples [0.015]
    adc_bailout 0.01/2
    error_bound 1.5-(radQuality/10)               // higher -> smoother, less
accurate [1.8]
    recursion_limit 2             // how much interreflections are calculated
(1..5+) [3]
    brightness 1                  // brightness of radiosity effects (0..1) [1]
    normal on                  // take surface normals into account [off]

  }
#end



}


sky_sphere {
  pigment{
    image_map{ hdr "building_probe.hdr"

               map_type 1 interpolate 2}
      }// end pigment
 emission rgb 1
      rotate <0,-20,0> //
}



//--------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"



box { <-500, 0, -500> <500, 1, 500> material { texture { pigment { rgb 0.9 }
finish { specular  0 roughness 0.01 brilliance 1  diffuse  albedo 0.5 reflection
{ 0.1 0.5 fresnel on } conserve_energy } } interior { ior 1.6 }  } }


camera {
  location  <0 , 5.6 ,-6.5>
//  location  <0.65 , 12.5 ,-14.0>
  look_at   <0, 2  0>
  right     x*image_width/image_height
#if(useFocalBlur)
  aperture 0.01          // [0...N] larger is narrower depth of field (blurrier)
  blur_samples useFocalBlur*10       // number of rays per pixel for sampling
  focal_point <0,2.1,0.4>    // point that is in focus <X,Y,Z>
  confidence 0.9+(0.009*useFocalBlur) //0.8999+(useFocalBlur/1000)           //
[0...<1] when to move on while sampling (smaller is less accurate)
  variance 1/(20000*useFocalBlur)            // [0...1] how precise to calculate
(smaller is more accurate)
#end
}


#declare sculptBaseTex1 = texture{ pigment{ color rgb<0.02,0.02,0.025>}
           finish { specular albedo 0.1 roughness 0.1 diffuse albedo 0.5
brilliance 2 metallic 0.25 reflection { 0.008, 0.02 fresnel on } conserve_energy
}//reflection{ 0.3 metallic 0.5} }
           normal { wrinkles 0.1 scale 0.001 }
         }
  texture{ pigment{ wrinkles turbulence 1 omega 0.9 lambda 4 scale 0.2
    colour_map {
        [ 0.35 rgbt <0.01, 0.19, 0.16, 1> ]
        [ 1.0 rgbt <0.01, 0.19, 0.16, 0.8> ]
    }
    }
    }

#declare sculptBaseTex2 = texture{ pigment{ granite colour_map { [ 0.0
rgb<0.01,0.01,0.015> ] [ 0.5 rgb <0.02, 0.02, 0.03> ][ 1 rgb <0.6, 0.55, 0.5> ]
}
    scale .1
    turbulence 0.15
    omega 0.65
    lambda 2.3 }
           finish { specular albedo 0.1 roughness 0.05 diffuse albedo 0.5
brilliance 2  reflection { 0.01, 0.04 fresnel on } conserve_energy
}//reflection{ 0.3 metallic 0.5} }
  //         normal { wrinkles 0.1 scale 0.001 }
         }


#declare sculptDryTex =
  texture{ pigment{ color rgb<0.025,0.021,0.016>}
           finish { specular albedo 0.1 roughness 0.9 diffuse albedo 0.6
brilliance 3 metallic 0.5 reflection { 0.008, 0.02 fresnel on } conserve_energy
}//reflection{ 0.3 metallic 0.5} }
           normal { wrinkles 0.1 scale 0.001 }
         }
  texture{ pigment{ wrinkles turbulence 1 omega 0.9 lambda 4 scale 0.2
    colour_map {
        [ 0.35 rgbt <0.01, 0.19, 0.16, 1> ]
        [ 1.0 rgbt <0.01, 0.19, 0.16, 0.5> ]
    }
    }
    }

#declare sculptWetTex =
  texture{ pigment{ color rgb<0.025,0.021,0.016>*0.2}
           finish { specular  0.2 roughness 0.05 diffuse  0.05 brilliance 10
metallic 1 reflection { 0.01, 0.025 fresnel on } conserve_energy }//reflection{
0.3 metallic 0.5} }
           normal { wrinkles 0.1 scale 0.001 }
         }
  texture{ pigment{ wrinkles turbulence 1 omega 0.9 lambda 4 scale 0.2
    colour_map {
        [ 0.35 rgbt <0.01, 0.19, 0.16, 5>*0.2 ]
        [ 1.0 rgbt <0.01, 0.19, 0.16, 2.5>*0.2 ]
    }
    }
    }

//#declare sculptDryTex = texture { pigment { rgb <1, 0, 0> } }
//#declare sculptWetTex = texture { pigment { rgb <0, 0, 1> } }

#declare st2 = texture {
        spherical  poly_wave 4
        texture_map {
            [ 0.0 sculptDryTex scale <0.166, 0.5, 0.5> ]
            [ 0.025 sculptDryTex scale <0.166, 0.5, 0.5> ]
            [ 0.1 sculptWetTex scale <0.166, 0.5, 0.5> ]
        }
        scale <6, 2, 2>
        translate <0, -1.2, 0>
      }


#declare sculptMat = material {
    texture { st2 }
    interior { ior 1.6 }
}


#declare sculpture = blob { // ---------------------------------- blob object
  threshold 0.5

  sphere { <0, 0, 0>, 2, 2.25 scale <1.25, 1, 1> translate <-2.5, 0,0 > }
  sphere { <0, 0, 0>, 2, 2.2 scale <1.25, 1, 1> translate <-2, 0,0 > }
  sphere { <0, 0, 0>, 2.03, 2.15 scale <1.25, 1, 1> translate <-1.5, 0,0 > }
  sphere { <0, 0, 0>, 2.06, 2.1 scale <1.25, 1, 1> translate <-1, 0,0 > }
  sphere { <0, 0, 0>, 2.09, 2.05 scale <1.25, 1, 1> translate <-0.5, 0,0 > }
  sphere { <0, 0, 0>, 2.12, 2 scale <1.25, 1, 1> translate <0, 0,0 > }
  sphere { <0, 0, 0>, 2.09, 2.05 scale <1.25, 1, 1> translate <0.5, 0, 0> }
  sphere { <0, 0, 0>, 2.06, 2.1 scale <1.25, 1, 1> translate <1, 0, 0> }
  sphere { <0, 0, 0>, 2.03, 2.15 scale <1.25, 1, 1> translate <1.5, 0, 0> }
  sphere { <0, 0, 0>, 2, 2.2 scale <1.25, 1, 1> translate <2, 0, 0> }
  sphere { <0, 0, 0>, 2, 2.25 scale <1.25, 1, 1> translate <2.5, 0, 0> }

 #declare cutterZ=-0.4;
 #declare cutterY=0.2;
 #declare cutterRad=1.4;
 #declare cutterStrength=-5;


  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <0, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <0.25, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <0.5, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <0.75, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.04, cutterStrength scale <1.25, 1, 1>
translate <1, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.03, cutterStrength scale <1.25, 1, 1>
translate <1.25, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.02, cutterStrength scale <1.25, 1, 1>
translate <1.5, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.01, cutterStrength scale <1.25, 1, 1>
translate <1.75, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*0.99, cutterStrength scale <1.25, 1, 1>
translate <2, cutterY, cutterZ> }

  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <-0.25, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <-0.5, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.05, cutterStrength scale <1.25, 1, 1>
translate <-0.75, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.04, cutterStrength scale <1.25, 1, 1>
translate <-1, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.03, cutterStrength scale <1.25, 1, 1>
translate <-1.25, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.02, cutterStrength scale <1.25, 1, 1>
translate <-1.5, cutterY, cutterZ> }
  sphere { <0, 0, 0>, cutterRad*1.01, cutterStrength scale <1.25, 1, 1>
translate <-1.75, cutterY, cutterZ>  }
  sphere { <0, 0, 0>, cutterRad*0.99, cutterStrength scale <1.25, 1, 1>
translate <-2, cutterY, cutterZ> }

  cylinder { <0, 0.2, 0.5> <0, 0.1, 4> 0.9, -15  }
  cylinder { <0, 0.2, 0.5> <0, 0.1, 5> 0.8, -15 rotate <0, -55, 0> translate
<-2, 0, 0> }
  cylinder { <0, 0.2, 0.5> <0, 0.1, 5> 0.8, -15 rotate <0, 55, 0> translate <2,
0, 0>  }

  // base connection
  cylinder { <-1.25, 0, 0> <1.25, 0, 0> 1, 2 scale <1, 0.3, .25> translate <0,
-2.1, 0> }


} //--------------------------------- end of blob object

union {

 object { sculpture   material { sculptMat } }
// base
 object{ // Round_Box(A, B, WireRadius, UseMerge)
        Round_Box(<-2.5,-1,-0.8>,<2.5,0,0.8>, 0.035 , 0)

        texture{ sculptBaseTex1 }
        translate<0,-1.825,0>
      } // ---------------------------------------------------------


 object{ // Round_Box(A, B, WireRadius, UseMerge)
        Round_Box(<-2.8,-2.5,-1.1>,<2.8,-0.4,1.1>, 0.05 , 0)

        texture{ sculptBaseTex2 }
        translate<0,-1.825,0>
      } // ---------------------------------------------------------

// add pool of water
box { <-2, -1.25, -1> <2, -0.65, 1>
material {
texture {
pigment { rgbf <0.98, 0.99, 0.98, 0.99> }
//normal { dents 0.1 scale 0.05 turbulence 0.7 rotate <90, 0, 0> }
finish { specular albedo 0.15 roughness 0.005 diffuse albedo 0.05 brilliance 4
ambient 0 reflection { 0.015 0.75  fresnel on } conserve_energy }
}
  interior {
    ior 1.37              // index of refraction
    caustics 1.0          // faked caustics (0..1)
    fade_power 1001       // values larger than 1000 give realistic exponential
attenuation
    fade_distance 1       // distance where light reaches half intensity
    fade_color <0, .3, 0> // color for fading
}
}}

  rotate<0,40,0>
  translate <0, 2.5+1.825, 0>
  scale 0.5
  translate <0, 1, 0>

}


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Attachments:
Download 'sculpture.png' (601 KB)

Preview of image 'sculpture.png'
sculpture.png


 

From: Stephen
Subject: Re: sculpture
Date: 6 Oct 2013 05:01:16
Message: <525126dc@news.povray.org>
On 05/10/2013 3:32 PM, s.day wrote:
> Hi Stephen,
>
> I have been to her house/studio once but about 15 years ago so it is not fresh
> in my mind. My daughter did a piece on her for her art homework which reminded
> me of her works and as I was looking for something to add to a garden scene I
> thought this would work well.
>

Hi Sean
I've been twice, the first time you could walk round the garden and 
touch the sculptures. Even walk through them. The last time about 12 
years ago, you could not.


> I agree, her work is very interesting and having modelled one I am tempted to do
> some more of these.
>

With these open sculptures they cry out for a geometric pattern of 
strings across the openings.

> A different view attached plus the source for the scene below (it was a really
> easy piece to model as it is just a blob.
>

Thanks for the source. The view is more artistic than a head on one. :-)

-- 
Regards
     Stephen


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From: s day
Subject: Re: sculpture
Date: 7 Oct 2013 04:35:01
Message: <web.5252711b6a835411b9f02fc70@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
>
> Hi Sean
> I've been twice, the first time you could walk round the garden and
> touch the sculptures. Even walk through them. The last time about 12
> years ago, you could not.

That is a shame, they must have changed this sometime between my visit and your
last, although now I think about it more, I reckon my visit may have been nearer
20 years ago (once you get past last week my memory is terrible).

>
> With these open sculptures they cry out for a geometric pattern of
> strings across the openings.
>

Yes, the one this is modelled on doesn't have them though but many do.

Sean


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