POV-Ray : Newsgroups : povray.binaries.images : sculpture : Re: sculpture Server Time
29 Jul 2024 20:13:04 EDT (-0400)
  Re: sculpture  
From: s day
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


 

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