Title: Raytraced Flames. Post by: quaternion on November 19, 2009, 08:02:27 PM (http://img503.imageshack.us/img503/3571/df3testttt794.jpg)
Made in PovRay. Title: Re: Raytraced Flames. Post by: quaternion on November 19, 2009, 08:03:50 PM (http://img138.imageshack.us/img138/5910/df3testttt168.jpg)
Title: Re: Raytraced Flames. Post by: cKleinhuis on November 19, 2009, 11:03:28 PM very nice! O0
Title: Re: Raytraced Flames. Post by: lycium on November 20, 2009, 12:10:56 AM hi, welcome to the forums :) (there's quite an influx of new users since the 3d mandelbrot thing broke!)
those are quite interesting renders, did you precompute a volume of iterations, or use many small spheres, or ... ? Title: Re: Raytraced Flames. Post by: quaternion on November 20, 2009, 06:58:28 AM look here: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/df3/
Title: Re: Raytraced Flames. Post by: lycium on November 20, 2009, 07:00:13 AM ahhh the mighty paul bourke strikes again! O0
thanks for the link, interesting info Title: Re: Raytraced Flames. Post by: Dinkydau on November 20, 2009, 09:49:06 PM amazing!
Title: Re: Raytraced Flames. Post by: utak3r on March 09, 2010, 12:02:38 PM Have you ever thought about not computing a density map, but instead making it from small blobs? It would give a *huge* speedup, but it would require good finding of size & density of these blob elements. |