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Virtual scenes, macros and animations I've created using the freeware raytracer, POV-Ray. See my artwork page for renders.
| Link | Sprite Assembly Tutorial: A tutorial on assembling and compositing sprites into contact sheets using ImageMagick. |
| Link | Dithering Tutorial: A tutorial on how to dither an image/scene's transparency information using ImageMagick. |
| Link | LDraw to SimCity 3000 Unlimited Tutorial: A tutorial on how to import renderings (in this case of LDraw models) into SimCity 3000 Unlimited. |
| Link | Polarized Glasses Tutorial: A tutorial on how to render scenes (again of LDraw models) so that they can be viewed in 3D using polarized glasses. |
| Link | High Precision Heightfields: An almost working tutorial describing how to generate and then import high precision heightfields using POV-Ray alone. |
| Link | Object Collection Migration: An article describing efforts to migrate compatible or abandoned scenes to the POV-Ray Object Collection. |
| Link | How to turn a continuous function into a stepped function: A tutorial describing how to turn a linear function or gradient into its stepped variant. |
| Link | How to configure your favorite text editor to work with POV-Ray: A tutorial describing how to integrate POV-Ray with your favorite text editor (only SciTE at the moment). |
| Link | Anatomy of a sprite: A discussion of how sprite graphics are structured in JA2. Includes examples for POV-Ray. |
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Download Discussion |
Updated "screen.inc": An updated version of "screen.inc" with better support for different camera types, as well as the capability to retrieve the 2D screen coordinates of any three-dimensional point in space. |
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Grid & Axes Include: An include file that renders a grid and axes onto your scene with options to select its overall size and detail, as well as choose to hide or show a particular plane. |
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Fractal Objects: A collection of fractal objects including the Menger Sponge, the Sierpinski Pyramid and the Sierpinski Tetrahedron. All three objects can be used in CSG operations. |
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Cube Fonts: A macro to create text characters that intersect to form 3D blocks (called "ambigrams") with different letters on the each face. |
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Shape Grid Objects: A macro that creates objects in the shape of a grid of longitudinal, latitudinal and radial lines. The objects can be used within CSG operations (e.g. intersections and differences), or as an object pattern (e.g. a pigment). An advantage over other techniques is that the thickness of the grid "lines" remains constant. |
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Color Space Pigments: Pigments including the HSL (Hue, Saturation, Lightness), HSV (Hue, Saturation, Value) and RGB (Red, Green, Blue) color models. |
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Lego Road Macros: A set of macros for creating LDraw-style roads. |
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Random Solar System Generator: An include file for generating random solar systems. |
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Earth-like Planet Texture: A WIP texture for creating Earth-like planets. |
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DL Add-on View image |
Game Sprites: A collection of objects and scenes (initially created for GearHead) and intended for use in 2D, isometric video games. The special effects "add-on" is available from this page as well. |
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Sprite Objects: A collection of objects set up to be used in 2D, isometric video games. In this case, all objects were created by Francisco Muņoz Cotobal and are used by permission. |
© WebRing Inc. |
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Listed works are licensed under a Creative Commons GNU Lesser General Public License License.
This page © Copyright 2009 Michael Horvath. Last modified: July 25 2010 07:46:23.