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Op 04/03/2021 om 17:53 schreef Robert McGregor:
> Here's an update on my spaceship model and what's probably close to final
> texturing. I've played around with some outer space lighting (i.e., dark) in
> various test scenes and what I have here works pretty well in the setups I've
> tried so far.
>
VERY good, sir! I am awed by the way you just seem to shake this
casually from your (admittedly ample) sleeve.
--
Thomas
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> Here's a test of the engine "exhaust" media that I've been working on. I added
> some clock-based turbulence and rotation so it will flicker somewhat from frame
> to frame when animated, hopefully like flames. To smooth out the overall effect
> for this image I averaged several frames into this composite.
yummy eye candy!
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> That's looking like a Firefly-class transport ship! +1 :D
Thanks! Now that you mention it, there is a *slight* resemblance to the
Serenity. But she's more curvaceous :)
Thomas de Groot <tho### [at] degrootorg> wrote:
> VERY good, sir! I am awed by the way you just seem to shake this
> casually from your (admittedly ample) sleeve.
"Mr" <nomail@nomail> wrote:
> yummy eye candy!
Thanks Thomas and Maurice, this is a fun project, I'm glad you like it!
I don't think I've ever tried posting a video here before but I'm attaching a
short MP4 clip of the animated engine media, hopefully it works.
Post a reply to this message
Attachments:
Download 'spaceshipenginetest.01.mp4.mpg' (996 KB)
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
>
> I don't think I've ever tried posting a video here before but I'm attaching a
> short MP4 clip of the animated engine media, hopefully it works.
Your final ship is really gorgeous, and the animation of the engine 'ion
exhaust' looks great! It's a nice and sophisticated use of media. Btw, thanks
for the description of your ship's surface texture; I had originally thought
that you had used one of POV-ray's newer 'pavement' patterns (perhaps that is
part of the mix), but your averaging(?) of simple box and rectangle
shapes/images makes perfect sense. I look forward to experimenting with that
technique.
Your work has really paid off! It's inspiring.
[As is usual with videos uploaded here-- at least through the newsgroups' web
portal-- the downloaded animation doesn't play in Windows Media Player, even
though it should. So I've learned to use a different media player app to play
it. I don't think the problem is with the added .mp4 suffix here, whether left
as-is or removed; it seems that the upload/download process adds 'something' to
the file, or makes it different somehow. On my own Win 7 computer, I can play my
own animations in WMP; but when I upload them here, then download them, they
don't play. Weird.]
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"Kenneth" <kdw### [at] gmailcom> wrote:
> Your final ship is really gorgeous, and the animation of the engine 'ion
> exhaust' looks great! It's a nice and sophisticated use of media. Btw, thanks
> for the description of your ship's surface texture; I had originally thought
> that you had used one of POV-ray's newer 'pavement' patterns (perhaps that is
> part of the mix), but your averaging(?) of simple box and rectangle
> shapes/images makes perfect sense. I look forward to experimenting with that
> technique.
Thanks Ken! Here's a quick scene file example that creates some random
rectangles to use as a base greeble texture (for bump and reflection mapping,
and as a base pigment layer):
// Command-line: +w1024 +h1024 +fn16 +a0.1
#include "rand.inc"
global_settings { assumed_gamma 1 }
#default { finish { ambient 1 diffuse 0 } }
#declare R = seed(1);
camera {
orthographic
location <0, 0, -1>
look_at <0, 0, 0>
right x*image_width/image_height
}
background { rgb 0.5 }
#declare Box = box { -0.5, 0.5 hollow scale z*0.01 }
#declare Border = 0.005;
#declare Max = 500;
#for (i, 1, Max)
#local Scale = <RRand(0.05, 0.25, R)*(Max-i/Max)/Max, RRand(0.05, 0.25,
R)*(Max-i/Max)/Max, 0.005>/2;
union {
object { Box
scale <Scale.x+Border, Scale.y+Border, 1>
pigment { rgb RRand(0, 0.1, R) }
}
object { Box
scale Scale
pigment { rgb RRand(0.1, 0.9, R) }
translate -z*0.01
}
translate <RRand(-0.5, 0.5, R), RRand(-0.5, 0.5, R), 2-0.01*i>
}
#end
The attached image shows my process for taking the raw render resulting from
this code and making various greeble image maps from it. (A) is the image as
rendered, (B) is that same image with quadrants offset diagonally (this is
important for tiling). The others are composites of (B) layered over (A) using
the different blending modes Darker Color, Multiply and Overlay. This is easily
done in GIMP or PhotoShop, or even directly in POV-SDL using averaged pigment
functions for the die-hard purists out there (hey, I still do it). The cool
thing about this method is that the resulting images tile seamlessy (see the
example in the bottom right).
> Your work has really paid off! It's inspiring.
Thanks again, I really appreciate that. I like to think we all inspire each
other here. I've seen some really interesting discussion and code from you and
Thomas and Bald Eagle in this thread alone, and that's resulted in other new
threads that further expand on and propagate the inspiration. Go Team!
Cheers,
Rob
Post a reply to this message
Attachments:
Download 'creatinggreeblesimagemapsexample.jpg' (1153 KB)
Preview of image 'creatinggreeblesimagemapsexample.jpg'
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Op 06/03/2021 om 23:32 schreef Robert McGregor:
[snip]
> The attached image shows my process for taking the raw render resulting from
> this code and making various greeble image maps from it. (A) is the image as
> rendered, (B) is that same image with quadrants offset diagonally (this is
> important for tiling). The others are composites of (B) layered over (A) using
> the different blending modes Darker Color, Multiply and Overlay. This is easily
> done in GIMP or PhotoShop, or even directly in POV-SDL using averaged pigment
> functions for the die-hard purists out there (hey, I still do it). The cool
> thing about this method is that the resulting images tile seamlessy (see the
> example in the bottom right).
>
This is excellent! I never went as far as this to tell the truth. Not
inspired enough probably :-)
However, this is an excellent procedure which I shall note carefully
down for future use. My HowTo's are expanding...
Another way using the sdl, would be through pigment_pattern use I guess.
I know! I "discovered" those recently and now I am proselytising in my
naive enthusiasm. ;-)
>
>> Your work has really paid off! It's inspiring.
>
> Thanks again, I really appreciate that. I like to think we all inspire each
> other here. I've seen some really interesting discussion and code from you and
> Thomas and Bald Eagle in this thread alone, and that's resulted in other new
> threads that further expand on and propagate the inspiration. Go Team!
>
> Cheers,
> Rob
>
The great thing about these ng's is the mutual stimulation and
inspiration. I have not experienced it to this high degree anywhere else.
--
Thomas
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"Kenneth" <kdw### [at] gmailcom> wrote:
I don't think the problem is with the added .mp4 suffix here, whether left
> as-is or removed; it seems that the upload/download process adds 'something' to
> the file, or makes it different somehow. On my own Win 7 computer, I can play my
> own animations in WMP; but when I upload them here, then download them, they
> don't play. Weird.]
I hated WMP and have only really been using VLC for years.
It may not be "the best" player - but it will open and play damned near
anything.
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> (B) is that same image with quadrants offset diagonally (this is
> important for tiling).
And this is the part where I always get lost with the tiling thing.
I recall seeing a good tutorial on how to "do this with any image" back in like
1995, but when I searched recently, all I got was very unhelpful, overly
complicated methods.
Does quadrants "offset" diagonally mean _swapped_ diagonally?
Like scale <-1, -1, 1> ?
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> > (B) is that same image with quadrants offset diagonally (this is
> > important for tiling).
>
> And this is the part where I always get lost with the tiling thing.
>
> I recall seeing a good tutorial on how to "do this with any image" back in like
> 1995, but when I searched recently, all I got was very unhelpful, overly
> complicated methods.
>
> Does quadrants "offset" diagonally mean _swapped_ diagonally?
> Like scale <-1, -1, 1> ?
Yes, it means swapped diagonally:
upper left and lower right swap places
lower left and upper right swap places
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
>
> I don't think I've ever tried posting a video here before but I'm attaching a
> short MP4 clip of the animated engine media, hopefully it works.
It's even better animated! and nicely stylized with a stop motion cartoony feel.
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