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Old 06-04-2006   #1 (permalink)
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Space Voyage #1 sub forum

This forum is entirely for the use of the Prophesy, it can be renamed later if needed.

I will be sorting out a few catagories throughout today and mixing some posts around, so bear with me

Jay-qu


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Old 07-13-2006   #2 (permalink)
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Re: Space Voyage #1 sub forum

Anybody that has POV files, may I have one or two? I am trying to learn POV-Ray, and it is damn hard without an example that works well.
Email them to me as attachements or post them here.

Thanks
Pyro


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Old 07-13-2006   #3 (permalink)
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Re: Space Voyage #1 sub forum

Sweet Christ, Pyro WHY?

Learn Blender instead, it's much easier, unless you go in for mental anguish.

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Old 07-18-2006   #4 (permalink)
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Re: Space Voyage #1 sub forum

Quote:
Originally Posted by TheFaithfulStone
...Learn Blender instead, it's much easier, unless you go in for mental anguish.
Well, there is a lot to be said for mental anguish, but I would rather save some time if I can. Blender? Okay, I'll check it out.


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Old 07-20-2006   #5 (permalink)
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Re: Space Voyage #1 sub forum

Quote:
Originally Posted by Pyrotex
Anybody that has POV files, may I have one or two? I am trying to learn POV-Ray, and it is damn hard without an example that works well.
Email them to me as attachements or post them here.

Thanks
Pyro

Try this one, it is fairly simple. I wouldn't render it at larger than 320x240, however, unless you are willing to wait for a while. I beefed up some of the settings for more realism, which slows it down a bit.


Quote:
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
#include "functions.inc" // internal functions usable in user defined functions

// radiosity (global illumination) settings
global_settings {
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 350 // higher -> higher quality (1..1600) [35]
nearest_count 7 // higher -> higher quality (1..10) [5]
error_bound 1. // higher -> smoother, less accurate [1.8]
recursion_limit 3 // how much interreflections are calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last pretrace step
gray_threshold 0.8 // increase for weakening colors (0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
brightness 1 // brightness of radiosity effects (0..1) [1]

adc_bailout 0.01/2
normal on // take surface normals into account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
}
// set a color of the background (sky)
background { color rgb <0.3, 0.3, 0.3> }

// perspective (default) camera
camera {
location <0.0, 4.0, -5.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}

// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}


#declare dimple1 = union
{

#declare Count = 0;
#while (Count < 40)
sphere{<0,0,0>, .1 translate x*1.06 rotate y*Count*9}
#declare Count=Count+1;
#end
}

#declare dimple2 = object{dimple1 rotate y*4.5}

#declare dimple3 = union
{
#declare count2 = 0;
#while (count2<10)
object {dimple1 rotate z*18*count2}
object {dimple2 rotate z*9 rotate z*18*count2}
#declare count2=count2+1;
#end
}

difference
{

sphere
{<0,0,0>,1}
object{dimple3}
pigment{color White}
finish {specular .5 roughness .007 ambient 0}
rotate y*90

}



plane
{ y, -1.0
texture
{
DMFWood6
translate
x*10
rotate y*30
}
finish{ambient 0}
normal
{
wood .075
turbulence 0.04
octaves 3
scale <0.05, .05, 1>
translate x*10
rotate y*30
}
}

plane
{ z, 3.0
texture
{
pigment{color Wheat}
finish{specular .15 roughness .03 ambient 0}
normal{bumps .025 scale.15}
}
}
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Old 07-20-2006   #6 (permalink)
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Re: Space Voyage #1 sub forum

Quote:
Originally Posted by Pyrotex
Well, there is a lot to be said for mental anguish, but I would rather save some time if I can. Blender? Okay, I'll check it out.
Blender is okay, I've played around with it a little. I still like POV-Ray. To each his own, I quess. If you really want a modeler, may I suggest Moray? It's a wireframe modeler that uses the same primitives as POV-ray, and can even export as a POV file.

One of things I like about POV-ray is that you can enter the transforms as math functions that use variables and in some ways treat it almost like a programing language. It was that ability that made this animation a lot easier to make.

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Old 07-20-2006   #7 (permalink)
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Re: Space Voyage #1 sub forum

that is incredible stuff, sounds like another thing in my to-learn list!


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Old 07-20-2006   #8 (permalink)
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Re: Space Voyage #1 sub forum

Janus has a point that if you're more comfortable with programming than with "clay" then POV-ray is probably more your speed.

It drives me batty.

TFS


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Old 07-20-2006   #9 (permalink)
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Re: Space Voyage #1 sub forum

ok well I might give it a go, I can program


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Jay-qu
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Old 07-21-2006   #10 (permalink)
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Re: Space Voyage #1 sub forum

I on the other hand... prefer 3DS Max. Has all the things you want, Janus. Damn simple to use also. I never got the hang of Blender, mind...

Is this what this thread was meant for?


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