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levhita β€” GNU-Linux

Published: 2005-11-22 04:36:36 +0000 UTC; Views: 5697; Favourites: 19; Downloads: 976
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Description I didn't designed the penguin and the Γ±u, they are from Nicolas Rougier, who gives them to the public with a GPL License.

What I did was the arrangement, ligthing and that kind of stuff, it was like photographing but with 3d models.

Made in povray
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Comments: 12

Dog-Fight [2010-03-03 01:40:58 +0000 UTC]

buen diseΓ±o...

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murderslastcrow [2009-09-24 06:30:30 +0000 UTC]

<3 Digital Freedom.

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vozzz [2005-11-26 02:31:32 +0000 UTC]

cool! Where di you get the models from?

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levhita In reply to vozzz [2005-11-26 03:54:41 +0000 UTC]

The readme file
[link]
The ftp with the files
[link]

Remember it's for povray and they can't be traslated to others modelers because povray it's more like a programming language.

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vozzz In reply to levhita [2005-11-26 04:44:36 +0000 UTC]

hm... ok, I still don't get what pov-ray is.

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levhita In reply to vozzz [2005-11-26 06:27:13 +0000 UTC]

Povray is a raytracing program, it makes the 3d scenes by shutting rays into the scene following the real physics of light, there is a lot of raytracings outthere what makes povray different is that it works like a programming language, by example, instead of having a bunch of spheres arranged in a circles manually, you can write a code that generates each sphere and arrange them in the circle automagically.

A lot of 3d scenes here in dA has been made it in povray just do a search for povray and you will find a lot of them.

You can download it from [link] you will find the hall of fame of povray here [link] just to give an idea of what can be done with it.

Povray is free in the sense of freedom, it isn't GPL like Linux but it's very close, the only reason that keeps the development with a different license than Linux is that many of the original developers can't be found and can't give permmision to give the final freedom needed for it to be GPL, allow revivated work.

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vozzz In reply to levhita [2005-11-26 07:05:53 +0000 UTC]

so whats the advantage over say yafray and blender?

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levhita In reply to vozzz [2005-11-27 04:51:51 +0000 UTC]

Yafray and Blender usually work together, blender comes with an integrated raytracer or can use Yafray as his ray tracer, you need to have clear one thing Blender is a modeler, Yafray is a raytracer.

Yafray has a nice api that allows thirdparty software(like blender) to render things directly in yafray.

What I see is that Yafray is in sub 1.0 version, it's a very young software, Povray is in his 3.7 version and has a lot of history, it's a very very mature software, exaclty what things Yafray hasn't that Povray does have?, I don't know ,I use povray because of different reasons.

Povray is a programming language, it's not easy to model things like an alien or whatever because it's not a modeler, but make programming things it's easy.

It use scripts instead of regular files, in a regular file you have information like circles, textures, mesh and that kind of things, in povray you have the instructions to generate this things instead of the actual things.


By example the tree I used to make this [link] , it was generated based in just parameters like gravity, air, higness and that kind of stuff, it isn't a bunch of triangles in a huge file, it's a small file that generates the tree in the moment, that means that if i wan't a brezze of air blowing from the left I just modify the gravity vector and I have a tree that moves because of the air.

Well of course there is a lot of modelers that can export to povray format and they export in the classic bunch of triangles format(mesh), do it backwards it's almost imposible because the scene generated by povray(the set of forms, textures, etc..), is generated in the moment, think about povray format as running a program instead of opening a file.

In povray you have loops, conditionals, variables and all that kind of stuff, it's a programming language, blender is a modeler, come on blender, 3dstudio, maya and all of those has been programmed, look at they power, with povray you have even more than just a maya or a blender, you have your own programming language, of course if you aren't a programmer you won't find any advantage.

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vozzz In reply to levhita [2005-11-27 05:52:30 +0000 UTC]

hm... so you don't actually creat anything visually?

I dunno anyway seems kinda wierd. Like i know what a render is and stuff, just wierd that you actually write the models code instead of modelling it.

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levhita In reply to vozzz [2005-11-27 18:41:43 +0000 UTC]

Yes it's code by example this one generates figures using maths, it's cool for some stuff and it's a pain in the ass for other.

// Lissajous-Remake for Pov-Ray 1.0
// October 18, 2005
// By Arias Levhita

// Lissajous-Remake generates 3-D Lissajous patterns directly
// in Pov-Ray.

// A Lissajous pattern is a periodic pattern
// generated using sines and cosines as a function of time.

// It's based on the Documentation for 'Lissajous V1.52'
// by Aaron Caba and Dan Farmer, an old generator for
// Pov-Ray 1.0 and others raytracers, that run in MS-DOS,
// it doesn't worked very well in my computer, soo I did
// this remake using his documentation.

// You can use this generator freely (as freedom not as free
// beer) just remember to give me credit, a good way to do
// this,if you are sharing your source code, is just by not
// removing the comments in the include file. Otherwise
// please do it explicity.

#include "colors.inc"
#include "textures.inc"
#include "lissajous.inc"


#declare WriteToFile = false;//False or True
#declare FileName = "figures.inc"



//**** Pre-Defined Parameters ****\\

//Macro to fill the Values
#macro FillValues(vA, vB, vX, vY, vZ,vCycles, vMethod, vR, vObjects)
#declare A = vA;
#declare B = vB;
#declare X = vX;
#declare Y = vY;
#declare Z = vZ;
#declare NumberOfCycles = vCycles;
#declare Method = vMethod;
#declare R = vR;
#declare NumberOfObjects = vObjects;
#end


//Pre-defined parameters, uncomment to see them
//FillValues(2,3,3,3,4,2,1,50,1000)//Curly Piramid
//FillValues(2,3,3,9,3,2,1,50,1000)//Two Sized Thing
//FillValues(1,1,1,2,7,2,2,50,500)//Simetric thing
//FillValues(1,2,3,2,6,2,2,50,1000)//Kind of Butterfly
//FillValues(121,1,1,1,1,2,5,30,2000)//tube Basket, try values for 'A' like, 101, 81, 91, it's fun.
//FillValues(2,201,1,1,10,2,3,30,10000)//Basket
//FillValues(2,6,3,1,10,2,3,30,1000)//Basket
FillValues(1,70,1,1,1,1,1,30,2000)//Spiral Sphere cool
//**** Example Textures ****\\

//Warning: You will need to specify one when using the generated include file.

//#declare LissaTexture = texture { Rosewood }
#declare LissaTexture = texture { pigment{ Red } finish{phong 1} }
//#declare LissaTexture = texture { Chrome_Texture }
//#declare LissaTexture = texture { pigment{ White } }


//**** Example Objects ****\\

//Warning: You Will need to specify one when using the generated include file

#declare LissaObject = sphere { <0, 0, 0>, 1 }
//#declare LissaObject = box { <0, 0, 0>, <1, 1, 1> }
//#declare LissaObject = cylinder { x,-x,1}
//#declare LissaObject = cylinder { y,-y,1}
//#declare LissaObject = cylinder { z,-z,1}
//#declare LissaObject = torus {.6,.4 rotate <90,0,0>}


//We Generate the Lissajou
#declare Lissajous = MakeLissajou(A,B,X,Y,Z,NumberOfCycles,Method,R,NumberOfObjects,LissaObject, WriteToFile, FileName)


//**** Preview Scene ****\\
//#if(!WriteToFile)

//Here we put the Lissajous
object{
Lissajous
texture{LissaTexture}
//rotate y*22.5
}


//**** Standard Scene Things ****\\
light_source {
<1000, 1000, -1000>
color White*3
}

camera {
location <0.0, 50.0, -100.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}

fog {
fog_type 1
distance 100
color Black
}

plane {
y, -R
pigment{
checker
White
Black
scale 10
}
}
//#end

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zifle [2005-11-22 17:28:57 +0000 UTC]

Nice...

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levhita In reply to zifle [2005-11-22 19:20:28 +0000 UTC]

Thanks!!

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