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These are some examples of the Light Globe series. I've left the code sloppy
to give an indication of the method I use to create them. They're all done
in a numbered series that usually starts out with a simple glass sphere,
light, and reflective plane. Then I basically just keep fiddling around
with the variables (IOR, light color, angle and color of plane, sometimes
emission color, etc. etc. etc.) until one finally pops out as interesting.
Then I rename it "9.1", or "9.2", or whatever, and go on to the next one
and repeat the process. When I have enough (I have hundreds at this point),
I can then go back and look at my results, and, if one seems especially
promising, go off on that tangent for a sub-series, "9.2.1", 9.2.2", etc. I
found that if I just kept tweaking the same code, I would often lose an
image that was better than before and not be able to reproduce it. This
works more like prospecting for diamonds in the rough. You dig for a while
in one place and when you find something go on or dig deeper. It's also a
great way to learn how the basic effects of raytracing work.
The included scene files have some colors that may not be in your
sunrise for an outer hollow reflection sphere that I didn't include but
could send if you don't have one.
Steve Klebs
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Attachments:
Download '9.2_series_1.zip' (2 KB)
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"Stephen Klebs" <skl### [at] gmail com> schreef in bericht
news:web.45ddc4c6ee2e5b45977978930@news.povray.org...
> These are some examples of the Light Globe series. I've left the code
> sloppy
> to give an indication of the method I use to create them. They're all done
> in a numbered series that usually starts out with a simple glass sphere,
> light, and reflective plane. Then I basically just keep fiddling around
> with the variables (IOR, light color, angle and color of plane, sometimes
> emission color, etc. etc. etc.) until one finally pops out as interesting.
> Then I rename it "9.1", or "9.2", or whatever, and go on to the next one
> and repeat the process. When I have enough (I have hundreds at this
> point),
> I can then go back and look at my results, and, if one seems especially
> promising, go off on that tangent for a sub-series, "9.2.1", 9.2.2", etc.
> I
> found that if I just kept tweaking the same code, I would often lose an
> image that was better than before and not be able to reproduce it. This
> works more like prospecting for diamonds in the rough. You dig for a while
> in one place and when you find something go on or dig deeper. It's also a
> great way to learn how the basic effects of raytracing work.
>
> The included scene files have some colors that may not be in your
> sunrise for an outer hollow reflection sphere that I didn't include but
> could send if you don't have one.
>
I forgot to thank you for the files! So, thank you :-)
I often explore POV-Ray byways the same way as you. In particular
isosurfaces. And I also thus lost quite a few interesting possibilities. But
worthwhile!
Thomas
Post a reply to this message
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