Incremental progress on gallery

This commit is contained in:
Chris Hodapp 2019-11-04 22:58:26 -05:00
parent 0a5e19c004
commit c85ceef1a3
25 changed files with 4411 additions and 21 deletions

454
assets/1999-12-21-moo.pi Normal file
View File

@ -0,0 +1,454 @@
//PROGRAM: moo.pi GENERATED WITH POVCAD 2.0a(c) Alfonso Hermida 1993
//Created on 12/21/1999
include "colors.inc"
include "texture.inc"
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115
assets/1999-12-22-table.pi Normal file
View File

@ -0,0 +1,115 @@
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View File

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View File

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}
light_source {
<4, 5, -5>, rgb <1, 1, 1>
//*PMRawBegin
photons {
refraction on
reflection on
}
//*PMRawEnd
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <1, 0, 0, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0.490196, 0, 0>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0.490196, 0, 0>
}
}
rotate y*20.1
translate <-4.63333, 0, -2.36667>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <1, 1, 0, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0.5, 0.5, 0>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0.490196, 0, 0>
}
}
rotate y*30.9
translate <-5.03333, 0, 0.733334>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <0, 1, 0, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0, 0.498039, 0>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0, 0.498039, 0>
}
}
rotate y*1.2
translate <-1.63333, 0, 0.333333>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <0, 1, 1, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0, 0.5, 0.5>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0, 0.5, 0.5>
}
}
rotate y*18.8
translate <-1.9, 0, 3.53333>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <0, 0, 1, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0, 0, 0.5>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0, 0, 0.5>
}
}
rotate y*12
translate <2.43333, 0, 1.46667>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <1, 0, 1, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0.5, 0, 0.5>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0.5, 0, 0.5>
}
}
rotate y*13.4
translate <1.7, 0, 4.6>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <0.341176, 0.341176, 0.341176, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0.870588, 0.45098, 0.513725>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0.415686, 0.415686, 0.415686>
}
}
rotate y*0.4
translate <-0.633333, 0, -3.03333>
}
difference {
box {
<-1, -1, -1>, <1, 1, 1>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
union {
sphere {
<-1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<-1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, 1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
sphere {
<1, 0, -1>, 1
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
}
//*PMRawBegin
photons {
refraction on
reflection on
target
collect on
}
//*PMRawEnd
pigment {
color rgbft <1, 1, 1, 0.02, 0.9>
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0.498039, 0.498039, 0.498039>
scattering {
1, rgb <0.533333, 0.533333, 0.533333>
}
}
ior 1.9
caustics 1
}
finish {
diffuse 0.3
brilliance 0.5
phong 1
phong_size 200
specular 0.6
roughness 0.05
reflection {
rgb <0.443137, 0.443137, 0.443137>
}
}
rotate y*(-23.8)
translate <3.66667, 0, -2.06667>
}
camera {
perspective
location <5.9666, 3.12071, -4.95569>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.3333, 0, 0>
up <0, 1, 0>
look_at <0, -2.5, 0>
rotate x*(-0.9)
}

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global_settings {
adc_bailout 0.00392157
assumed_gamma 1.5
}
light_source {
<-1.63172, 2.10979, 1.86667>, rgb <1, 1, 1>
}
camera {
perspective
location <-0.133333, 0.0333333, 2.43333>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.33333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 0>
angle 45
}
#declare glass1 = material {
interior {
ior 1.6
}
texture {
finish {
diffuse 0.2
specular 0.2
reflection rgb <0.321569, 0.321569, 0.376471>
}
pigment {
color rgbft <0.376471, 0.411765, 0.560784, 0.8, 0.8>
}
normal {
bumps
0.5
bump_size 1
}
}
}
box {
<-1, -1, -1>, <1, 1, 1>
pigment {
color rgbt <0, 0, 0, 1>
}
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
no_shadow
hollow
}
union {
//*PMName red
//*PMRawBegin
#declare Outer = 2;
#declare Inner = 0.4;
#declare Freq = 20;
#declare Phase = 0;
isosurface {
function { sqrt(pow(y*Outer - Inner*sin(x*Freq + Phase), 2) + pow(z*Outer - Inner*cos(x*Freq + Phase),2) ) }
max_gradient 20
threshold .3
accuracy .00001
}
//*PMRawEnd
pigment {
color rgb <0.890196, 0.258824, 0.270588>
}
finish {
ambient rgb <0.172549, 0.172549, 0.172549>
diffuse 0.62
brilliance 0.9
metallic 1
specular 0.45
roughness 0.06
reflection rgb <0.313725, 0.313725, 0.313725>
}
}
union {
//*PMName blue
//*PMRawBegin
#declare Outer = 2;
#declare Inner = 0.4;
#declare Freq = 20;
#declare Phase = pi;
isosurface {
function { sqrt(pow(y*Outer - Inner*sin(x*Freq + Phase), 2) + pow(z*Outer - Inner*cos(x*Freq + Phase),2) ) }
max_gradient 20
threshold .3
accuracy .00001
}
//*PMRawEnd
pigment {
color rgb <0.0470588, 0.478431, 0.854902>
}
finish {
ambient rgb <0.247059, 0.247059, 0.247059>
diffuse 0.6
brilliance 1
metallic 1
specular 0.5
roughness 0.05
reflection rgb <0.470588, 0.470588, 0.470588>
}
}
union {
//*PMName orange
//*PMRawBegin
#declare Outer = 2;
#declare Inner = 0.9;
#declare Freq = 10;
#declare Phase = pi/2;
isosurface {
function { sqrt(pow(y*Outer - Inner*sin(x*Freq + Phase), 2) + pow(z*Outer - Inner*cos(x*Freq + Phase),2) ) }
max_gradient 20
threshold .3
accuracy .00001
}
//*PMRawEnd
pigment {
color rgb <0.796078, 0.470588, 0.168627>
}
finish {
ambient rgb <0.247059, 0.247059, 0.247059>
diffuse 0.6
brilliance 1
metallic 1
specular 0.5
roughness 0.05
reflection rgb <0.592157, 0.592157, 0.592157>
}
}
union {
//*PMName purple
//*PMRawBegin
#declare Outer = 2;
#declare Inner = 0.9;
#declare Freq = 10;
#declare Phase = 3*pi/2;
isosurface {
function { sqrt(pow(y*Outer - Inner*sin(x*Freq + Phase), 2) + pow(z*Outer - Inner*cos(x*Freq + Phase),2) ) }
max_gradient 20
threshold .3
accuracy .00001
}
//*PMRawEnd
pigment {
color rgb <0.0627451, 0.662745, 0.705882>
}
finish {
ambient rgb <0.247059, 0.247059, 0.247059>
diffuse 0.6
brilliance 1
metallic 1
specular 0.5
roughness 0.05
reflection rgb <0.560784, 0.560784, 0.560784>
}
}

443
assets/2005-08-06-tears.pov Normal file
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@ -0,0 +1,443 @@
#include "rad_def.inc"
/* Radiosity seems to get rid of photon effects in this scene, at least
if I only use natural lighting (from the skysphere, here) */
#declare Detailed = 1;
#declare Rad = 0;
#declare Sky1 = pigment {
granite
turbulence <0.1, 0.1, 0.1>
omega 0.52
color_map {
[ 0 color rgb <0.670588, 0.794118, 0.780392>
]
[ 0.5 color rgb <0.552941, 0.65098, 0.670588>
]
[ 1 color rgb <0.670588, 0.694118, 0.780392>
]
}
}
sky_sphere {
pigment {
Sky1
}
}
global_settings {
adc_bailout 0.0039216
assumed_gamma 1.5
noise_generator 2
photons {
#if(Detailed)
count 50000
gather 5, 50
#else
count 10000
#end
autostop 0
jitter .4
}
#if(Rad)
radiosity {
Rad_Settings(Radiosity_Default, off, off)
}
#end
}
#if (!Rad)
light_source {
<-0.95792, 1.4554, 1.5166>, rgb <1, 1, 1>
parallel
#if (Detailed & !Rad)
area_light <1, 0.4, 0.2>, <0.2, -0.4, 1>, 6, 6
adaptive 2
jitter
#else
area_light <1, 0.4, 0.2>, <0.2, -0.4, 1>, 2, 2
#end
photons {
refraction on
reflection on
}
}
#end
camera {
perspective
location <0.684467, 1.20461, 0.444912>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.33333, 0, 0>
up <0, 1, 0>
look_at <-0.482067, -0.13609, 0.336985>
}
#declare glass2 = material {
texture {
//*PMRawBegin
normal { bumps 0.05 scale 0.1 }
//*PMRawEnd
finish {
diffuse 0.3
brilliance 0.3
specular 0.4
roughness 0.05
conserve_energy
reflection {
rgb <0.14902, 0.211765, 0.215686>
}
}
pigment {
color rgbft <0.72941, 0.78431, 0.92941, 0.1, 0.8>
}
}
interior {
media {
intervals 1
samples 1,5
emission rgb <0.870588, 0.45098, 0.513725>
}
ior 1.1
caustics 1
}
}
#declare glass1 = material {
interior {
ior 2
}
texture {
pigment {
color rgbft <0.23922, 0.3098, 0.74902, 0.8, 0.6>
}
finish {
ambient rgb <0, 0.027451, 0.282353>
diffuse 0.15
specular 0.2
reflection {
rgb <0.282353, 0.282353, 0.376471>
}
}
}
}
#declare matte_white = texture {
normal { bumps 0.08 scale 0.05 }
finish {
diffuse 0.6
specular 0.5
roughness 0.005
reflection { 0.1 0.6
falloff 5
}
}
pigment { rgb 0.85 }
}
#declare matte_grey = texture {
normal { bumps 0.07 scale 0.05 }
finish {
diffuse 0.5
specular 0.25
roughness 0.005
reflection { 0.2 0.7
falloff 9
}
}
pigment { rgb 0.35 }
}
#declare gloss_white = texture {
finish {
diffuse 0.6
specular 0.25
roughness 0.005
reflection { 0.2 0.7
falloff 9
}
}
pigment {
agate
color_map {
[ 0.0 rgb 0.95 ]
[ 0.5 rgb 0.90 ]
[ 0.55 rgb 0.55 ]
[ 0.60 rgb 0.90 ]
[ 1.00 rgb 0.95 ]
}
}
}
#declare white1 = texture {
finish {
diffuse 0.6
specular 0.5
roughness 0.005
reflection 0.73
}
normal { bumps 0.02 scale 0.1 }
pigment { rgb 0.85 }
}
#declare matte_tan = texture {
normal { bumps 0.07 scale 0.05 }
finish {
diffuse 0.5
specular 0.25
roughness 0.005
reflection { 0.2 0.7
falloff 9
}
}
pigment { rgb <0.76,0.67,0.44> }
}
#declare grey1 = texture {
finish {
diffuse 0.6
specular 0.3
roughness 0.005
reflection 0.63
}
normal { bumps 0.02 scale 0.1 }
pigment { rgb 0.70 }
}
#declare black1 = texture {
finish {
diffuse 0.6
specular 0.2
roughness 0.005
reflection 0.13
}
normal { bumps 0.02 scale 0.1 }
pigment { rgb 0.40 }
}
#declare Grey_amount = 0.1;
#declare Black_amount = 0.05;
#declare positive = texture {
bumps
scale 0.01
texture_map {
[ 0.0 white1 ]
[ (Grey_amount) grey1 ]
[ (2*Grey_amount) white1 ]
[ 0.5 white1 ]
[ (0.5 + Black_amount) black1 ]
[ (0.5 + 2*Black_amount) white1 ]
}
}
#declare negative = texture {
bumps
scale 0.01
texture_map {
[ 0.0 grey1 ]
[ (Grey_amount) black1 ]
[ (2*Grey_amount) grey1 ]
[ 0.5 grey1 ]
[ (0.5 + Black_amount) black1 ]
[ (0.5 + 2*Black_amount) grey1 ]
}
}
#declare rock1 = texture {
finish {
diffuse 0.6
ambient 0.05
phong 0.25
phong_size 100
}
normal { dents 0.5 scale 0.01 }
pigment {
granite
pigment_map {
[ 0.0 rgb <0.646,0.557,0.482> ]
[ 0.3 rgb <0.473,0.420,0.361> ]
[ 0.6 rgb <0.697,0.623,0.537> ]
[ 0.7 rgb <0.148,0.118,0.118> ]
[ 0.8 rgb <0.473,0.420,0.361> ]
[ 1.0 rgb <0.646,0.557,0.482> ]
}
scale 0.25
}
}
#declare rock2 = texture {
finish {
diffuse 0.7
ambient 0.06
phong 0.2
phong_size 75
}
normal { dents 0.6 scale 0.007 }
pigment {
granite
pigment_map {
[ 0.0 rgb <0.696,0.607,0.532> ]
[ 0.3 rgb <0.573,0.470,0.381> ]
[ 0.6 rgb <0.797,0.673,0.557> ]
[ 0.7 rgb <0.448,0.368,0.338> ]
[ 0.8 rgb <0.573,0.470,0.381> ]
[ 1.0 rgb <0.696,0.607,0.532> ]
}
scale 0.25
}
}
#declare tile_pattern = texture {
material_map {
png "/home/hodapp/pov/map1.png"
texture { matte_tan }
texture { matte_white }
}
rotate x*90
rotate y*70
scale 0.5
}
#declare mortar1 = texture {
normal { bumps 0.08 scale 0.05 }
finish {
diffuse 0.8
reflection 0
}
pigment {
granite
color_map {
[0.0 rgb 0.85]
[0.5 rgb 0.35]
[1.0 rgb 0.85]
}
scale 0.1
}
}
#declare hex = texture {
hexagon
texture { matte_white },
texture { matte_grey },
texture { matte_tan }
scale 0.25
}
#declare minx = -3;
#declare minz = -2;
#declare maxx = 2;
#declare maxz = 3;
#declare dx = 0.5;
#declare dz = 0.5;
#declare sx = 0.05;
#declare sz = 0.05;
#declare y1 = 0;
#declare y2 = -0.1;
#declare sy = 0.02;
#declare cx = minx;
union {
#while(cx < maxx)
#declare cz = minz;
#while(cz < maxz)
box { <cx, y1, cz>, <cx+dx, y2, cz+dz> }
#declare cz = cz + dz + sz;
#end
#declare cx = cx + dx + sz;
#end
photons { collect on }
texture { gloss_white }
}
box { <minx, y1 - sy, minz>, <maxx, y2 + sy, maxz>
photons {collect on}
texture { mortar1 }
}
/*
box {
<-3, 0, 3>, <2, -0.1, -2>
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
photons { collect on }
texture {
gloss_white
}
}*/
#declare Teardrop = lathe {
cubic_spline
10,
<-0.069618, 1.9881>, <0, 1.4609>, <0.084975, 1.057>, <0.19148, 0.83258>, <0.28808, 0.66645>, <0.39872, 0.48367>, <0.44644, 0.267513>, <0.308297, 0.0832133>, <0, 0.0375>, <0, 0.0375>
scale 1
rotate x*(-90)
translate <0, 0, 0>
material {
glass1
}
//*PMRawBegin
#if (Detailed)
sturm
#end
photons{
target
collect off
reflection on
refraction on
}
//*PMRawEnd
}
merge {
object {
Teardrop
scale 1
rotate <0, 0, 0>
translate <0, 0, 0>
}
object {
Teardrop
scale 1
rotate x*(-72)
translate <-9.98173e-16, 1.3905, -1.0079>
}
object {
Teardrop
scale 1
rotate x*(-144)
translate <-9.98173e-16, 0.85872, -2.6427>
}
object {
Teardrop
scale 1
rotate x*(-216)
translate <-9.98173e-16, -0.862947, -2.65281>
}
object {
Teardrop
scale 1
rotate x*(-288)
translate <-9.98173e-16, -1.389, -1.008>
}
rotate z*90
scale 0.5
translate <-0.472669, 0.25145, 1.06121>
}

491
assets/2005-08-19-beach.pov Normal file
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@ -0,0 +1,491 @@
// 0 = simple gradient skysphere
// 1 = emitting media
#declare sky_type = 1;
// Radiosity looks bad here, probably because I don't know how to use it.
#declare use_radiosity = 0;
// Arbaro
#include "palm.inc"
#include "functions.inc"
#include "rad_def.inc"
#declare invsquare = function { 1 / pow(2, sqrt(x*x + y*y + z*z + 0.01)) }
#declare sinewave = function { sin(x) + sin(y)/2 + 0.5 + sin(z) }
// Screw you, I'm defining my own gradient function... bastards...
// height = y, base = sqrt(x^2+z^2), angle = arctan(opp/adj) = arctan(height/base)
// This is in radians. Horizon is 0 rad, zenith is pi/2 rad.
// This is for a texture map, so let's get that into [0,1] instead of [0,pi/2]
#declare gah = function { atan2(y, sqrt(x*x+z*z)) / (3.14 / 2) }
global_settings {
adc_bailout 0.00392157
assumed_gamma 1.5
noise_generator 2
#if (use_radiosity)
radiosity { Rad_Settings(Radiosity_OutdoorLight, off, off) }
#end
}
#if (sky_type = 0)
sky_sphere {
pigment {
gradient y
//granite
color_map {
[(1-cos(radians( 0)))/2 color rgb <0.5,0,0>]
[(1-cos(radians(45)))/2 color rgb <0.5,0.4,0>]
[(1-cos(radians(90)))/2 color rgb <0.5,0,0>]
}
}
}
#declare sun_vector = <64, 5, 90>;
#declare sun = sphere {
sun_vector * 4 - <0,12,0>, 20
pigment { color rgbt 1 }
interior { media {
emission 0.05
density { bozo density_map {
[0 rgb <1,0.5,0>]
//[0.6 rgb <0,0,0>]
[1 rgb <0,0,0>] }
}
} }
hollow
}
light_source {
sun_vector, rgb <1, 1, 1>
looks_like { sun }
}
object { sun }
#end
#if (sky_type = 1)
#declare sun_vector = <64, 5, 90>;
#declare sun = sphere {
sun_vector*3 - <0,5,0>, 20
pigment { color rgbt 1 }
interior {
media {
emission 0.1
density { bozo density_map {
[0 rgb <1,0.5,0>]
[1 rgb <0,0,0>] }
}
}
}
hollow
}
sky_sphere { pigment { color rgb <1,1,1> } }
light_source {
sun_vector, rgb <1, 1, 1>
}
object { sun }
#if(use_radiosity = 0)
light_source {
<0, 6, 0>, 0.1
shadowless
media_interaction off
}
#end
#declare sky_red = density {
bozo density_map {
[0 rgb 0.6]
[0.2 rgb <0.2, 0.5, 0.5>]
[0.5 rgb <0.0, 0.3, 0.8>]
[0.7 rgb <0.2, 0.3, 0.8>]
[0.8 rgb <0.05, 0.8, 0.9>]
[0.9 rgb <0.2, 0.3, 0.8>]
[1 rgb 0.6]
}
scale <4, 0.8, 4>
}
#declare sky_red2 = density {
bozo density_map {
[0 rgb 0.7]
[0.2 rgb <0.2, 0.6, 0.6>]
[0.5 rgb <0.0, 0.4, 0.9>]
[0.7 rgb <0.2, 0.4, 0.9>]
[0.8 rgb <0.05, 0.9, 1.0>]
[0.9 rgb <0.2, 0.4, 0.9>]
[1 rgb 0.7]
}
scale <4, 1.5, 4>
}
#declare sky_yellow = density {
bozo density_map {
[0 rgb 0.2]
[0.2 rgb <0.14, 0.11, 0.19>]
[0.5 rgb <0.00, 0.06, 0.35>]
[0.6 rgb <0.01, 0.16, 0.14>]
[0.7 rgb <0.04, 0.08, 0.05>]
[0.9 rgb <0.02, 0.12, 0.4>]
[1 rgb 0.2]
}
scale <6, 0.53, 6>
}
#declare sky_yellow2 = density {
bozo density_map {
[0 rgb 0.2]
[0.2 rgb <0.14, 0.21, 0.39>]
[0.5 rgb <0.05, 0.16, 0.45>]
[0.6 rgb <0.11, 0.26, 0.24>]
[0.7 rgb <0.14, 0.18, 0.15>]
[0.9 rgb <0.12, 0.22, 0.5>]
[1 rgb 0.2]
}
scale <9, 0.79, 9>
}
#declare sky_orange = density {
bozo density_map {
[0 rgb<0.05, 0.31, 0.90>]
[0.5 rgb<0.05, 0.24, 0.93>]
[1.0 rgb<0.05, 0.31, 0.90>]
}
scale <6, 0.4, 6>
}
#declare sky_orange_light = density {
bozo density_map {
[0 rgb<0.05, 0.18, 0.80>]
[0.5 rgb<0.09, 0.11, 0.73>]
[1.0 rgb<0.05, 0.18, 0.80>]
}
scale <21, 0.44, 22>
}
#declare sky_gradient = density {
function { gah(x,y,z) } density_map {
//gradient y density_map {
[0 sky_red ]
[0.1 sky_red2 ]
[0.2 sky_orange ]
[0.3 sky_yellow ]
[1.0 sky_orange_light ]
}
scale <1,1,1>
}
sphere {
<0,0,0> 60
translate 15*y
rotate 0
pigment { rgbt 1 }
hollow
interior {
media {
absorption 0.07
density { sky_gradient }
}
}
}
#end
#declare bark = pigment {
onion
//spiral1 1
turbulence 0.7
color_map {
[ 0 color rgb <0.50, 0.42, 0.25> ]
[ 0.2 color rgb <0.55, 0.50, 0.22> ]
[ 0.25 color rgb <0.52, 0.35, 0.25> ]
[ 0.4 color rgb <0.55, 0.50, 0.52> ]
[ 0.5 color rgb <0.52, 0.35, 0.25> ]
[ 1 color rgb <0.50, 0.42, 0.25> ]
}
rotate 100*x + 180*z
scale <1, 0.2, 1>
}
#declare vine_texture = texture {
finish {
//ambient rgbft <0.188235, 0.196078, 0.156863, 0.1, 0.1>
diffuse 0.9
brilliance 1
specular 0.5
roughness 0.0029512
}
pigment {
gradient <1, 1, 1>
turbulence <0.4, 0.4, 0.4>
pigment_map {
[ 0 rgb <0.49, 0.50, 0.22> ]
[ 0.6 bark ]
[ 1.0 rgb <0.49, 0.50, 0.22> ]
}
//rotate z*130
//scale 0.1
}
normal {
gradient <1, 1, 1> 1
turbulence <0.4, 0.4, 0.4>
slope_map {
[ 0 <0, 0> ]
[ 0.6 <0.5, 2> ]
[ 0.9 <0.2, 4> ]
}
rotate z*130
scale 0.1
}
}
#declare leaf = texture {
finish {
brilliance 3
specular 0.4
roughness 0.005
}
pigment {
spotted
turbulence 0.2
color_map {
[0 color rgb <0.10, 0.46, 0.09>]
[0.5 color rgb <0.06, 0.27, 0.05>]
[0.75 color rgb <0.63, 0.68, 0.08>]
[1 color rgb <0.1, 0.46, 0.09>]
}
}
}
#declare palmtree = merge {
object {
palm_13_stems
texture { vine_texture }
}
object {
palm_13_leaves
texture { leaf }
}
}
#declare sand2 = texture {
finish {
ambient rgb <0.19, 0.19, 0.19>
diffuse 0.8
}
//*PMRawBegin
normal { bumps 0.12 scale 0.0001 }
//*PMRawEnd
scale 0.0001
pigment {
granite
turbulence <0.6, 0.6, 0.6>
color_map {
[ 0 color rgb <0.65, 0.62, 0.45> ]
[ 0.1 color rgb <0.19, 0.19, 0.19> ]
[ 0.2 color rgb <0.82, 0.77, 0.70> ]
[ 0.35 color rgb <1, 0.83, 0.64> ]
[ 0.4 color rgb <0.50, 0.50, 0.42> ]
[ 0.7 color rgb <0.25, 0.25, 0.25> ]
[ 1 color rgb <0.47, 0.45, 0.42> ]
}
}
}
#declare sand3 = texture {
finish {
ambient rgb <0.19, 0.19, 0.19>
diffuse 0.8
}
//normal { bumps 0.12 scale 0.0001 }
scale 0.0001
pigment {
granite
turbulence <0.6, 0.6, 0.6>
color_map {
[ 0 color rgb <0.65, 0.62, 0.45> ]
[ 0.1 color rgb <0.39, 0.39, 0.39> ]
[ 0.2 color rgb <0.82, 0.77, 0.70> ]
[ 0.35 color rgb <1, 0.83, 0.64> ]
[ 0.4 color rgb <0.60, 0.55, 0.42> ]
[ 0.7 color rgb <0.65, 0.65, 0.65> ]
[ 1 color rgb <0.57, 0.45, 0.42> ]
}
}
}
#declare sand4_wet = texture {
finish {
ambient 0.02
diffuse 0.4
specular 0.8 roughness 0.0005
reflection <0.14, 0.10, 0.06>
}
normal { bumps 0.12 scale 0.0001 }
scale 0.0001
pigment {
granite
turbulence <0.6, 0.6, 0.6>
color_map {
[ 0 color rgb <0.60, 0.57, 0.40> ]
[ 0.1 color rgb <0.34, 0.34, 0.34> ]
[ 0.2 color rgb <0.77, 0.72, 0.66> ]
[ 0.35 color rgb <0.95, 0.79, 0.60> ]
[ 0.4 color rgb <0.55, 0.51, 0.39> ]
[ 0.7 color rgb <0.61, 0.60, 0.61> ]
[ 1 color rgb <0.52, 0.41, 0.39> ]
}
}
}
#declare sand4 = texture {
finish {
ambient 0.1
diffuse 0.8
specular 0.05 roughness 0.0005
//reflection <0.14, 0.10, 0.06>
}
//normal { bumps 0.12 scale 0.0001 }
scale 0.0001
pigment {
granite
turbulence <0.6, 0.6, 0.6>
color_map {
[ 0 color rgb <0.65, 0.62, 0.45> ]
[ 0.1 color rgb <0.39, 0.39, 0.39> ]
[ 0.2 color rgb <0.82, 0.77, 0.70> ]
[ 0.35 color rgb <1, 0.83, 0.64> ]
[ 0.4 color rgb <0.60, 0.55, 0.42> ]
[ 0.7 color rgb <0.65, 0.65, 0.65> ]
[ 1 color rgb <0.57, 0.45, 0.42> ]
}
}
}
#declare sand = texture {
gradient x + z
texture_map {
[ 0.0 sand4 ]
[ 0.5 sand4 ]
[ 0.65 sand4_wet ]
[ 1.0 sand4_wet ]
}
// Tune these so it starts with the dry sand and gets to its max near
// the water
scale <20,1,20>
translate <-3,0,-3>
}
#declare sky1 = texture {
pigment {
bozo
turbulence <1, 0, 1>
scale <2, 1, 0.5>
pigment_map {
[ 0 color rgbt <0.19216, 0.14902, 0.21569, 0.8> ]
[ 0.3 color rgbt <0.533333, 0.301961, 0.690196, 0.2> ]
[ 0.6 color rgbt <0.21569, 0.16863, 0.23922, 0.8> ]
}
}
finish {
ambient rgb <0.24314, 0.24314, 0.24314>
diffuse 0
}
}
#declare water = material {
texture {
pigment {
color rgbf <0.7, 0.4, 0.9, 0.6>
}
finish {
ambient 0.0
diffuse 0.0
reflection {
0.0, 1.0
fresnel on
}
specular 0.4
roughness 0.003
}
normal {
function {
f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2)
} 0.8
scale 0.5
}
}
interior {
ior 1.3
}
}
#declare xmin = -8;
#declare zmin = -8;
#declare xscale = 64;
#declare zscale = 64;
#declare xcount = 8;
#declare zcount = 8;
#declare r = <6,0,-5.5>;
#declare height = 6;
// Y start
#declare y1 = -2;
#declare sandfloor = height_field {
png "/home/hodapp/geomorph/floor1.png"
smooth
}
#declare cx = 0;
#while (cx < xcount)
#declare cz = 0;
#while (cz < zcount)
object {
sandfloor
scale <xscale, height, zscale>
translate <xmin + cx * xscale, y1, zmin + cz * zscale>
rotate r
texture { sand }
}
#declare cz = cz + 1;
#end
#declare cx = cx + 1;
#end
box {
<xmin, -0.75, zmin>,
<xmin + xscale * xcount, -3, zmin + zscale * zcount>
material { water }
}
object {
palmtree
rotate 90*y
scale 0.25
translate <0.5,0.5,-0.5>
}
light_source {
<-0.5, 0.25, -1.5>, 0.1
shadowless
media_interaction off
}
camera {
perspective
location <-2.5, 3, -2.5>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.33333, 0, 0>
up <0, 1, 0>
look_at <0, 2.5, 0>
}

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@ -0,0 +1,200 @@
global_settings {
max_trace_level 100
adc_bailout 1/255
}
camera {
perspective
location <0, 1, -6>
sky <0, 1, 0>
direction <0, 0, 1>
right <1.33333, 0, 0>
up <0, 1, 0>
look_at <0, 0, 0>
}
light_source {
<0, 2.5, -2.5>, 0.9
}
// x1,x2 = endpoints of cylinder
// dx = length of each block
// sx = x spacing between each block
// r = radius to center of block
// height = size of block
// dz = Z size
// copies = copies of block per section
// ph = phase, given in terms of _amount of ONE BLOCK_
// shear1,shear2 = start and end values for Z-shearing (linear)
#macro Make_Blocked_Cylinder_Corrected(x1, x2, dx, sx, r, height, dz, copies, ph, shear1, shear2)
#local arc = 360/copies;
#local start = arc * ph;
#local cx = x1;
// Linear formula thingy, y=mx+b
#local m = (shear1 - shear2) / (x1 - x2);
#local b = shear1 - m * x1;
#local step = 0;
#while (cx <= x2)
#local shear = m * cx + b;
#local i = 0;
#while (i < copies)
box {
< 0, -height/2, -dz/2>,
< dx, height/2, dz/2>
matrix <1,0,shear,
0,1,0,
0,0,1,
0,0,0>
translate <cx, r, 0>
rotate <i * arc + start + step, 0, 0>
}
#local i = i + 1;
#end
#local cx = cx + dx + sx;
//#debug "\nStep: "
//#debug str(, 0, -1)
#local step = step + degrees(atan2(shear,r));
#end
#end
#declare outer_red = texture {
pigment { rgbft<0.3, 0.3, 0.7, 0.4, 0.3> }
finish {
ambient 0.7
specular 0.25
roughness 0.02
}
}
#declare outer_cyan = texture {
pigment { rgbft<0.5, 0.8, 0.9, 0.3, 0.5> }
finish {
ambient 0.4
specular 0.25
roughness 0.02
}
}
#declare med_red = texture {
pigment { rgbft<0.2, 0.2, 0.8, 0.1, 0.2> }
finish {
ambient 0.4
specular 0.25
roughness 0.05
}
}
#declare med_orange = texture {
pigment { rgbft<0.2, 0.5, 0.8, 0.1, 0.2> }
finish {
ambient 0.45
specular 0.20
roughness 0.05
}
}
#declare inner_yellow = texture {
pigment { rgbft<0.4, 0.8, 0.9, 0.0, 0.0> }
finish {
ambient 0.6
specular 0.35
roughness 0.02
//reflection 0.3
}
}
#declare inner_red = texture {
pigment { rgbft<0.0, 0.0, 0.8, 0.0, 0.0> }
finish { ambient 0.8 }
}
#declare core_red = texture {
pigment { rgbft<0.1, 0.6, 1.0, 0.0, 0.0> }
finish { ambient 1.0 }
}
#declare glow = material {
texture { pigment { rgbt 1 } }
interior {
media {
emission 2
density {
bozo density_map {
[0 rgb<0.2, 0.7, 0.8>]
[0.35 rgb<0, 0.4, 0.9>]
[0.5 rgb 0]
[0.65 rgb<0, 0.4, 0.9>]
[1.0 rgb<0.2, 0.7, 0.8>]
}
scale 1
}
}
}
}
// Make_Blocked_Cylinder_Corrected(x1, x2, dx, sx, r, height, dz, copies, ph, shear_start, shear_end)
union { Make_Blocked_Cylinder_Corrected(-4, 4, 0.8, 0.02, 2.4, 0.1, 0.4, 16, 0, -1, 0)
texture { outer_red } }
union { Make_Blocked_Cylinder_Corrected(-4, 4, 0.8, 0.02, 2.4, 0.1, 0.4, 16, 0.5, -1, 0)
texture { outer_cyan } }
union { Make_Blocked_Cylinder_Corrected(-4, 4, 0.8, 0.1, 2.0, 0.1, 0.2, 12, 0, 0, 1)
texture { med_red } }
// union { Make_Blocked_Cylinder_Corrected(-4, 4, 0.8, 0.1, 2.0, 0.1, 0.3, 12, 0.5, 0, 1)
// texture { med_orange } }
union { Make_Blocked_Cylinder_Corrected(-3.6, 4.4, 0.75, 0.07, 1.8, 0.03, 0.2, 11, 0, -1, -0)
texture { inner_yellow } }
// union { Make_Blocked_Cylinder_Corrected(-4, 4, 0.2, 0.01, 1.6, 0.1, 0.05, 32, 0, -1.5, -1.4)
// texture { inner_red } }
union { Make_Blocked_Cylinder_Corrected(-3.9, 4.1, 0.2, 0.01, 1.4, 0.1, 0.05, 23, 0, 1.1, 1.2)
texture { core_red } }
cylinder {
<-5, 0, 0>, <5, 0, 0>, 1.2
hollow
material { glow }
}
#macro Crazy_Tile(x1, x2, z1, z2, dx, dz, sx, sz, height, xz_sh1, xz_sh2, zx_sh1, zx_sh2, tex1, tex2)
#local cx = x1;
// Linear formula thingy, y=mx+b
#local xz_m = (xz_sh1 - xz_sh2) / (z1 - z2);
#local xz_b = xz_sh1 - xz_m * z1;
#local zx_m = (zx_sh1 - zx_sh2) / (x1 - x2);
#local zx_b = zx_sh1 - zx_m * x1;
#local tex = 0;
#while (cx < x2)
#local cz = z1;
// #if (tex = 0) #local tex = 1;
// #else #local tex = 0;
// #end
#while (cz < z2)
#local z_shift = 0;
#local x_shift = 0;
#if (tex = 0) #local tex = 1;
#else #local tex = 0;
#end
box {
#local x_shear = zx_m*cx + zx_b;
#local z_shear = xz_m*cz + xz_b;
<0, 0, 0>, <dx, height, dz>
matrix < 1, 0, z_shear,
0, 1, 0,
x_shear, 0, 1
0, 0, 0 >
translate <cx + x_shift, 0, cz + z_shift>
#if (tex=0) texture { tex1 }
#else texture { tex2 }
#end
#local x_shift = x_shift + x_shear * dz;
#local z_shift = z_shift + z_shear * dx;
}
#local cz = cz + dz + sz;
#end
#local cx = cx + dx + sx;
#end
#end
#declare t1 = texture { pigment { rgb<1, 0.5, 0.5> } }
#declare t2 = texture { pigment { rgb<0.5, 0.5, 1> } }
// union {
// Crazy_Tile(-5, 5, -5, 5, 0.5, 0.5, 0.05, 0.05, 0.5, 0.5, -1.5, -1.5, 1.5, t1, t2)
// //rotate -45*x
// translate -*y
// }

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@ -0,0 +1,27 @@
startshape MAIN
# This is a pretty complex shape. 1370x1034 produced 476K shapes.
background { b -1 }
rule MAIN {
CASCADE_DEEP{ sat 0.5 hue 120 b 1 }
}
rule CASCADE_DEEP {
CURVE1 { r 0 }
CASCADE_DEEP { x 1 flip 0 r 0 s 0.32 sat 0.2 hue 0 b -0.1 }
CASCADE_DEEP { x 0 y 0.15 s 0.9 r 10 sat 0.0 hue 2.5 }
}
rule CASCADE2 {
CURVE1 { r 0 }
CASCADE2 { flip 0 r 2 s 0.12}
CASCADE2 { x 0.05 y 0.23 s 0.975 r 9 }
}
path CURVE1 {
ARCTO { x 1 y 0 r 0.2 }
STROKE { p roundcap width 0.01 }
}

View File

@ -0,0 +1,37 @@
startshape Main
background { b -1 }
rule Main {
#12 * { h 30 a -0.1 } Hex { b 0.1 sat 0 }
ChangeColor { }
}
rule ChangeColor 1 {
4 * { h 10 r 90 a -0.01 } Hex { b 0.1 sat 0 a -0.4 }
}
rule ChangeColor 200 {
ChangeColor { h 10 }
}
rule Hex {
1 * { r 60 x 0.5 y 0.333 h 10 } Section { }
}
rule Section 2 {
TRIANGLE { }
Section { s 0.9 b 0.1 y 0.1 r 10 sat -0.1 h 0.5 }
}
rule Section 1 {
TRIANGLE { }
Section { s 1.1 b -0.1 y -0.2 r 20 h -0.5 }
}
rule Section 2 {
TRIANGLE { }
Section { s 0.9 b -0.1 x 0.3 r -10 sat 0.1 h 1 }
}
rule Section 1 {
TRIANGLE { }
Section { s 1.1 b 0.1 x -0.2 r -10 h -1 }
}

View File

@ -3,10 +3,16 @@
$for(works)$
<div class="col-sm-6">
<h3>$title$</h3>
<a href="$img$">
<img src="$img$" class="img-responsive"/>
</a>
<!-- N.B. use img-fluid for Bootstrap 4 -->
$if(description)$
$description$
<a href="$url$">$date$</a>
$else$
$body$
$endif$
</div>
$endfor$
</div>

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@ -0,0 +1,14 @@
---
title: "Moo"
author: Chris Hodapp
date: Dec 21, 1999
tags: raytraced, rendered, cgi, polyray
img: images/1999-12-21-moo.png
---
Perhaps my first "finished" render. After seeing my brother play
around in [POV-Ray](http://povray.org/) in the late '90s, I looked
around for a copy on a local BBS. It wouldn't run right, as my CPU
was half-fried and couldn't run for very long in protected mode, but
[PolyRay](http://memweb.newsguy.com/~wolverin/) did run. Source code
is [here](assets/1999-12-21-moo.pi). Knock yourself out.

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---
title: "'Table' or something"
author: Chris Hodapp
date: Dec 22, 1999
tags: raytraced, rendered, cgi, polyray
img: images/1999-12-22-table.png
---
The only other "finished" render from PolyRay. As you can see, I
started with abstract bullshit pretty early on. Source code
is [here](assets/1999-12-22-table.pi).

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---
title: KPovModeler test (?)
author: Chris Hodapp
date: July 15, 2004
tags: raytraced, rendered, cgi, povray
img: images/2004-07-15-kpovmodeler-test.jpg
---
My first "finished" render in KPovModeler and POV-Ray, and mostly just
me screwing around with features and being obsessed with the
wavy-glass pattern. POV-Ray scene is
[here](assets/2004-07-15-kpovmodeler-test.pov).

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@ -0,0 +1,13 @@
---
title: Crunchy Bubbles
author: Chris Hodapp
date: July 16, 2004
tags: raytraced, rendered, cgi, povray
img: images/2004-07-16-crunchy-bubbles.jpg
---
This is one of my early renders in POV-Ray that had no point
whatsoever except that it was fun and I thought it looked cool. It
was called "glassthing" until Corina suggested that it looked the way
bubbles would look if they were crunchy. POV-Ray scene is
[here](assets/2004-07-05-spiral-isosurface2.pov).

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@ -0,0 +1,11 @@
---
title: Butterfly
author: Chris Hodapp
date: December 23, 2004
tags: raytraced, rendered, cgi, povray
img: images/2004-12-23-butterfly.jpg
---
More gaudy colors and procedural textures from my dabbling in POV-Ray
and KPovModeler. POV-Ray scene is
[here](assets/2004-12-23-butterfly.pov).

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---
title: Spiral Isosurface
author: Chris Hodapp
date: July 5, 2005
tags: raytraced, rendered, cgi, polyray
img: images/2005-07-05-spiral-isosurface2.jpg
description: "Probably my favorite POV-Ray render, with all geometry done completely as isosurfaces from an equation."
---
This is probably my favorite POV-Ray render. I didn't fully
understand what I was doing, but I had been playing around with
isosurfaces and an equation I had come up with:
$$
f(x,y,z)=\sqrt{(Ay-B\sin(Fx+P))^2+(Az-B\cos(Fx+P))^2}
$$
[POV-Ray scene](assets/2005-07-05-spiral-isosurface2.pov)

10
works/2005-08-06-tears.md Normal file
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---
title: Tears
author: Chris Hodapp
date: August 6, 2005
tags: raytraced, rendered, cgi, povray
img: images/2005-08-06-tears.jpg
---
I'm obsessed with glass. POV-Ray source is
[here](assets/2005-08-06-tears.pov).

10
works/2005-08-19-beach.md Normal file
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---
title: Beach
author: Chris Hodapp
date: August 19, 2005
tags: raytraced, rendered, cgi, povray
img: images/2005-08-19-beach.jpg
---
One of my attempts in POV-Ray at doing a landscape-ish thing. Scene
is [here](assets/2005-08-19-beach.pov).

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---
title: Shear #6
author: Chris Hodapp
date: August 23, 2005
tags: raytraced, rendered, cgi, povray
img: images/2005-08-23-shear6.jpg
---
Another attempt at some generative work based around many layers of
iteration and transformation. POV-Ray source is
[here](assets/2005-08-23-shear6.pov).

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@ -1,9 +0,0 @@
---
title: "Old Crap"
author: Chris Hodapp
date: Jan 1, 2010
tags: machine_learning, technobabble, notebook, literate
img: images/2oegwp.jpg
---
Something something other something.

10
works/2011-09-11-conch.md Normal file
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---
title: Crystal #1
author: Chris Hodapp
date: November 4, 2011
tags: contextfree
img: images/2011-11-04-crystal1.png
---
Created in [Context Free](https://www.contextfreeart.org/) with
[this](assets/2011-11-04-crystal1.cfdg) using random code "GNW".

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@ -0,0 +1,10 @@
---
title: "Ram's Horn"
author: Chris Hodapp
date: September 15, 2019
tags: blender, procedural
img: images/works/ramhorn-0004.jpg
---
This is some of the first geometry from my procedural geometry
library, rendered in Blender & Cycles.

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@ -1,9 +0,0 @@
---
title: "Foobar, Python, 2017"
author: Chris Hodapp
date: Oct 27, 2019
tags: machine_learning, technobabble, notebook, literate
img: images/2yrqph.jpg
---
Something something something.