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On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbell net> wrote:
>I seem to recall that Dan Farmer was playing around with this idea like
>5-6 years ago :)
Nah, it can't be done without photons so it can't be that long ago.
However, I think Ron made something like that.
Of course, to simulate the flare perfectly, one needs to introduce
diffraction and interference. *sigh*
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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"Peter Popov" <pet### [at] vip bg> wrote in message
news:s9phut41huutiblodjutj1auug9alh07sl@4ax.com...
> On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbell net> wrote:
>
> Of course, to simulate the flare perfectly, one needs to introduce
> diffraction and interference. *sigh*
Something to add to Pov-Ray 4 wishlist!
- Nekar
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.286 / Virus Database: 152 - Release Date: 2001/10/09
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Timothy R. Cook <tim### [at] scifi-fantasy com> wrote:
: The task: cause a lens flare in a rendering without using a plug-in,
: and without using objects to simulate the parts of the flare.
Why? (Except for just the sake of achieving it, even it's extremely slow
and not very useful.)
It's like making a raytracer with the SDL of POV-Ray. It's slow and not
very useful. It may be fun, but not useful.
With the include files you get good-looking lensflares of all shapes and
colors easily and it's really fast to render. Not everything has to be
physically correct to look really good.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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On 7 Nov 2001 06:37:14 -0500, Warp <war### [at] tag povray org> wrote:
> It's like making a raytracer with the SDL of POV-Ray. It's slow and not
>very useful. It may be fun, but not useful.
>
> With the include files you get good-looking lensflares of all shapes and
>colors easily and it's really fast to render.
I don't remember content of lens flare include file but does it work correct
with radiosity ?
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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On Wed, 07 Nov 2001 09:41:54 +0200, Peter Popov wrote:
> On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbell net> wrote:
>
>>I seem to recall that Dan Farmer was playing around with this idea like
>>5-6 years ago :)
>
> Nah, it can't be done without photons so it can't be that long ago.
> However, I think Ron made something like that.
Not that I remember.
But it really doesn't require photons, so it's possible Dan was playing
with it that long ago.
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbf 1}hollow interior{media{emission 3-T}}}#end
Z(-x-x.2x)camera{location z*-10rotate x*90normal{bumps.02scale.05}}
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Ron Parker wrote:
>
> On Wed, 07 Nov 2001 09:41:54 +0200, Peter Popov wrote:
> > On Tue, 06 Nov 2001 18:03:33 -0800, Ken <tyl### [at] pacbell net> wrote:
> >
> >>I seem to recall that Dan Farmer was playing around with this idea like
> >>5-6 years ago :)
> >
> > Nah, it can't be done without photons so it can't be that long ago.
> > However, I think Ron made something like that.
>
> Not that I remember.
>
> But it really doesn't require photons, so it's possible Dan was playing
> with it that long ago.
Not just possible, it happened. I have personally rendered the file
he created.
--
Ken Tyler
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On Tue, 6 Nov 2001 19:32:27 -0500, "Mahalis" <don### [at] fakey com> wrote:
> //Mahalis
> camera{....
it is not connected with the thread but I observe your signature and I wait for
Warp's reaction to your wasted space. But there is no reaction. So, allow me to
reduce your signature a little :-)
#macro c()union{cylinder{x+y/2x.1}difference{torus{.5,.1rotate 90*x}box{x+z/5
,-.2-(x+y)/2}translate(1-z)/2}#end merge{c()}c()scale<-1,1,1>}cylinder{y/2,0,
.1}pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb 1][.1rgb<1,
.25,1>][.25rgbf 1]}}finish{ambient 1}}camera{location-2*z+y/4look_at y/2}
that's probably not everything I can do but perhaps now Warp could start :-)
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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: #macro c()union{cylinder{x+y/2x.1}difference{torus{.5,.1rotate 90*x}box{x+z/5
: ,-.2-(x+y)/2}translate(1-z)/2}#end merge{c()}c()scale<-1,1,1>}cylinder{y/2,0,
: .1}pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb 1][.1rgb<1,
: .25,1>][.25rgbf 1]}}finish{ambient 1}}camera{location-2*z+y/4look_at y/2}
Well, I think I can beat that:
#macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x translate
x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)
translate z*2pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb
1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}
Ok, the texture is not identical to the original, but I don't think it
matters that much.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Warp wrote:
> #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x translate
> x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)
> translate z*2pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb
> 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}
Everybody around here whines about how important it is to use proper
indenting yet look at that mess! When I do it people critisie me. When
you guys do it in your sigs it is all of a sudden ok. Talk about double
standards!
--
Ken Tyler :)
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On 7 Nov 2001 10:22:09 -0500, Warp wrote:
>: #macro c()union{cylinder{x+y/2x.1}difference{torus{.5,.1rotate 90*x}box{x+z/5
>: ,-.2-(x+y)/2}translate(1-z)/2}#end merge{c()}c()scale<-1,1,1>}cylinder{y/2,0,
>: .1}pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb 1][.1rgb<1,
>: .25,1>][.25rgbf 1]}}finish{ambient 1}}camera{location-2*z+y/4look_at y/2}
>
> Well, I think I can beat that:
>
> #macro c(X)torus{.5.1clipped_by{box{<.7.2><-.7,-.2.7>}}rotate-90*x translate
> x*X}#end #macro C(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)
> translate z*2pigment{crackle scale.5rotate 90turbulence.75color_map{[.05rgb
> 1][.1rgb<1,.25,1>][.25rgbf 1]}}finish{ambient 1}}
#macro c(X)torus{.5.1clipped_by{plane{z,0}}rotate x*90translate x*X}#end#macro C
(A)cylinder{A,A-y*.5.1}#end merge{c(.5)c(-.5)C(x)C(-x)C(0)translate z*2pigment{
crackle scale.5turbulence.75rotate 90color_map{[.05rgb 1][.1rgb 1-.75*y][.25rgbf
1]}}finish{ambient 1}}
and depending on just how unimportant the exact texture is, the rotate 90 could
be changed to rotate 9 or removed altogether (and the translate z*2 could be
moved to the end, which would also change the texture.)
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}
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