#raytracing avec #povray : Je ne suis pas trop en forme ces temps-ci, alors je laisse trainer les évolutions de la famille #hexacone...
http://maison.tth.netlib.re/v/wip-orbite.html
#raytracing avec #povray : Je ne suis pas trop en forme ces temps-ci, alors je laisse trainer les évolutions de la famille #hexacone...
http://maison.tth.netlib.re/v/wip-orbite.html
La famille #hexacone, du raytracing en #povray : une nouvelle scène http://maison.tth.netlib.re/v/wip-bubblecut.html
Neues zu #3D und #WebGl mit #OpenStreetMap von Tobias und dem #osm2world Team
http://www.osm2world.org
Last week I found one of my 3D renders from when I was a teenager, posted by an account that reposts “old school 3D”… which sure did also make *me* feel old.
But it did inspire me to dig out some old files, install POV-Ray and start making some abstracts. I still find procedural raytracing a lot of fun because it appeals to the programming side of me. I think I’ll probably get back into this again.
Only a bit of the syntax has changed, too.
Ⓢⓟⓗⓔⓡⓘⓒⓐⓛ h ₑ ᵢ g ₕ ₜ f ᵢ ₑ ₗ d ₛ … #𝙒𝙄𝙋, by 𝗠𝗮𝗲𝘁𝗲𝘀
"…𝘐 𝘱𝘶𝘵 𝘢 𝘩𝘦𝘪𝘨𝘩𝘵 𝘮𝘢𝘱 (#𝘋𝘌𝘔) 𝘰𝘧 𝘵𝘩𝘦 𝘮𝘰𝘰𝘯 𝘢𝘳𝘰𝘶𝘯𝘥 𝘢 𝘴𝘱𝘩𝘦𝘳𝘦, 𝘣𝘢𝘴𝘦𝘥 𝘰𝘯 𝘵𝘩𝘦𝘴𝘦 𝘧𝘰𝘳𝘶𝘮
𝘱𝘰𝘴𝘵𝘴... #𝙿𝙾𝚅-𝚁𝚊𝚢 𝙸𝚜𝚘𝚜𝚞𝚛𝚏𝚊𝚌𝚎 𝚌𝚘𝚍𝚎 – 𝘯𝘰 𝘵𝘳𝘪𝘢𝘯𝘨𝘭𝘦𝘴. (https://news.povray.org/povray.advanced-users/thread/%3Cweb.67b47b18cb1bd5e34d0a98d30225ff5%40news.povray.org%3E/)"
#ポヴエイブル
#ポヴレイ
#POVaBle
#Art
#DigitalArt
#Creative
#3dart
#cgi
#ConceptArt
#NoAI
#render
#Tutorial
#spaceart
#WIPWednesday
#POVRay
@laurawiki : Ça remonte le moral, comme quand on fait du #raytracing avec #Povray.
@tth@tube.interhacker.space : Et elle est en phase finale, il ne me reste qu'un peu de tuning sur le générique à faire. Par contre le rendu #povray s'est fait sans anti-#aliasing pour de sombres raisons de temps de #calcul, la qualité de l'image n'est donc pas optimale...
#Raytracing : le #WIP du soir, c'est du #livecoding en #Povray...
@povable My workflow:
I use rule-based generators that transform a domain specific language into another programming language. For example, into the SDL of Pov-Ray.
One example is the Grow project, for which I still need to create a POV-Ray export template.
https://gitlab.com/metagrowing/grow/-/blob/master/doc/grow_intro.pdf?ref_type=heads
An old example is the Kandid project.
https://kandid.sourceforge.net/gal_povisosurface_1.html
The syntax highlighting in Kate is enough for me to view the generated source code.
I have Blender 4.1 with the POV-Ray addon.
1/2
@tth Ok, je me lance...
Un petit truc sympa avec #povray et ce qu'on peut faire avec la directive #macro :
#declare Rng1 = seed(1337);
#macro Bubble ()
sphere {
0, 0.10
#if ( rand(Rng1) < 0.5 ) pigment { color Cyan }
#else pigment { color Magenta }
#end
}
#end
#macro Un_Machin ()
union {
#for (Y, -8, 8, 2)
object { Bubble() translate y*Y*0.1 }
#end
}
#end
#declare Les_Machins = object
{
union {
#for (X, -7, 7)
object { Un_Machin() translate x*X*0.6 }
#end
}
}
object { Les_Machins }
https://git.tetalab.org/tTh/HexaCone/commit/2ed567a33ca481a08b20384321b94ce1c121bbf0
@HydrePrever : Installer #Povray pour faire du #raytracing ?
@Blender @inkscape @godotengine
And now we also have d4 dices. Generalizations are nice. Provided a mesh, a function to build a collision shape, and a relation of dice values to orientations you get a new dice shape. I feel coding easier than modeling and drawing I miss old #povray times. godot-dice-roller 1.2.0 is about to be released.
I discovered Persistence of Vision around 1992. (later switched to Blender)
There are two things i appreciate about POV-ray after all these years.
a) The Screen Description Language
b) The Isosurface Object
Basically, my self-built tools are an attempt to compensate for the lack in Blender.
a) Grow as a limited rule-based Screen Description Language.
https://gitlab.com/metagrowing/grow
b) The Volume Assembler as a replacement for the Isosurface Object.
https://gitlab.com/metagrowing/voxel
GENUARY 2025
DAY 5
PROMPT: Isometric Art
The prime numbers between 1 and 100 as cuboids on a 10x10 grid.
The isometric projection corresponds to the retro style of renderings made with the Persistence of Vision raytracer.
C'est quoi un #wip quand on fait du #raytracing avec #povray ? Pour vous le montrer, voici un exemple, la création d'un petit nouveau dans la famille #hexacone en #timelapse de création. Il s'appelle #hexabenz.
https://git.tetalab.org/tTh/HexaCone/commit/5b7ad96a29103e5e6df4f1e43b4a63d066c08520