My raytraced images, part 2
(208 K)
This one is based on the M.C. Escher pipes scene. I added a semi-transparent
object with green lightning effects to make it look like a borg alcove.
Click here to
look at the source.
(139 K)
It took some time to model this case for stage equipment. Everything is
done with CSG operations, so only solid objects exist in the scene.
Click here to
look at the source.
(97 K)
In this scene I used the height_field object to create an island.
The grayscale image used by the height_field was generated by
a POV-Ray texture.
Click here and
here to look at the source.
(96 K)
I like to experiment when doing POV-Ray scenes. There are only five
objects in this scene: One blob, one camera (of course) and three light
sources. The blob has a highly reflective surface and acts as a container
for the other objects.
Click here to
look at the source.
(103 K)
The labyrinth and the placement of the glowing spheres is controlled
by POV-Ray's internal random number generator. Changing a single seed
value will result in a different labyrinth.
Click here to
look at the source. There is also an animated
version (3.5 M).
(106 K)
A surrealistic scene with keys floating on a endless ocean. This one makes
a nice desktop background.
Click here to
look at the source.
(88 K)
I did this one to show a friend how to create a POV-Ray scene without
using a graphical modeller. In fact most of my POV-Ray work is done using
just a text editor (vim with syntax highlighting).
Click here to
look at the source.
(253 K)
A strange facility on a desert planet surface (maybe mars?). I used
area lights to create soft shadows. Without it, the lighting would
look more artificial.
Click here to
look at the source.
(103 K)
Each of the hollow cubes contains another cube which is 80 percent its size
and rotated relative to its postion. I limited the number of cubes to 8,
but it can be easily increased in the scene file. The camera position and
rotation angle is controlled by the external clock value, so the
scene can be animated. This image was rendered with clock value 0.5.
Click here to
look at the source. The see the animated version, click
here.
(35 K)
This scene demonstrates how to break an object into pieces using a
height_field object (and its inverse) as a CSG component.
Click here and
here to look at the source.
chris AT linuxinfotag.de