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First try at artistic half-toning. Interesting possibilites POV-Ray has.
http://lightning.prohosting.com/~lf/amidala.jpg
http://lightning.prohosting.com/~lf/amidala_hq.jpg
_____________
Kari Kivisalo
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Wow. I'm impressed. Explain how you did that.
Does using POV scripts give you more possibilities than Photoshop?
It would be great to see this applied to a POV picture: one could come up with a true
piece of Art from within POV.
--
Jonathan.
"Kari Kivisalo" wrote:
>
> First try at artistic half-toning. Interesting possibilites POV-Ray has.
> http://lightning.prohosting.com/~lf/amidala.jpg
> http://lightning.prohosting.com/~lf/amidala_hq.jpg
>
> _____________
> Kari Kivisalo
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On Sun, 03 Feb 2002 08:04:59 +0200 Kari Kivisalo wrote:
>First try at artistic half-toning. Interesting possibilites POV-Ray has.
>http://lightning.prohosting.com/~lf/amidala.jpg
>http://lightning.prohosting.com/~lf/amidala_hq.jpg
How did you accomplish this?
--
Alan
ako### [at] povrayorg
a k o n g <at> p o v r a y <dot> o r g
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in news:3C5CD30B.981909BC@engineer.com Kari Kivisalo wrote:
> First try at artistic half-toning.
Very interesting!
Ingo
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The easy part was to sample the image and put a pen stroke (cylinder)
at that location modifying length and width with the sample intensity.
The interesting part is how to orient the pen strokes. I used blurred
image as hf and with trace found the direction of the contour line at
that point. Add some randomness to position and rotation and place
brush. I used a cylinder because transparent png had some problems.
There can be several brushes with alpha channel. Several colors...
http://www.pp.htv.fi/kkivisal/ht/
More interesting stuff can be done if the range data is available
for the image like in pov. First render a scene as normal image.
Then output depth image, blur it and use as hf. The brush strokes
should follow the surfaces or something like that.
_____________
Kari Kivisalo
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"Kari Kivisalo" wrote:
> The interesting part is how to orient the pen strokes.
> I used blurred image as hf and with trace found the
> direction of the contour line at that point.
I *knew* a heightfield was involved! ;)
How many cylinders in the scene? Render time? AA settings? And were all the
cylinders black or did they very in color dependent on intensity?
BTW, I'd be interested in seeing the result if you rotated all the cylinders
by 90 degrees. Would make for a less harmonic and more spiky image I'm sure.
45 degrees might also be interesting. :)
> More interesting stuff can be done if the range data
> is available for the image like in pov. First render
> a scene as normal image. Then output depth image,
> blur it and use as hf. The brush strokes should follow
> the surfaces or something like that.
I don't think that would be as visually interesting. The great thing about
the current image is that it looks very hand-crafted, like it wasn't made by
a computer. Something difficult to obtain.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Rune wrote:
>
> How many cylinders in the scene? Render time? AA settings?
> And were all the
> cylinders black or did they very in color dependent on intensity?
300x300 sample grid makes it 90000 cylinders. All black. Maybe 2 minutes
+am2 +a0.5.
> BTW, I'd be interested in seeing the result if you rotated all the cylinders
> by 90 degrees. Would make for a less harmonic and more spiky image I'm sure.
> 45 degrees might also be interesting. :)
http://www.pp.htv.fi/kkivisal/ht/
_____________
Kari Kivisalo
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"Kari Kivisalo" wrote:
> 300x300 sample grid makes it 90000 cylinders.
> All black. Maybe 2 minutes +am2 +a0.5.
Sounds great!
(But a render time should always be followed with a processor specification.
;)
> > BTW, I'd be interested in seeing the result if you
> > rotated all the cylinders by 90 degrees. Would make
> > for a less harmonic and more spiky image I'm sure.
> > 45 degrees might also be interesting. :)
>
> http://www.pp.htv.fi/kkivisal/ht/
Thanks! the 90-degree one is just like I imagined, the 45 degree one not as
interesting. But the best one is still your original one. I definitely must
play around with this sometime...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 20)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Kari Kivisalo" <ray### [at] engineercom> wrote in message
news:3C5D5450.CFC594A6@engineer.com...
>
>with trace found the direction of the contour line at
> that point.
Excuse my ignorance, but what is a contour line on a height-field? Are you
referring to the normal at that point, or some other characteristic with
which I am unaware?
-Shay
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Replying to myself.
I bet youre talking about a line perpendicular to the surface normal and +y.
Am I right?
"Shay" <shi### [at] houstonrrcom> wrote in message
news:3c5d900d$1@news.povray.org...
>
> "Kari Kivisalo" <ray### [at] engineercom> wrote in message
> news:3C5D5450.CFC594A6@engineer.com...
> >
> >with trace found the direction of the contour line at
> > that point.
>
> Excuse my ignorance, but what is a contour line on a height-field? Are you
> referring to the normal at that point, or some other characteristic with
> which I am unaware?
>
> -Shay
>
>
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