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hi bob,
thanks for the comments. one of the things i became aware of while
doing this scene is how important every little thing is, such as lighting,
camera postion, and textures. especially lighting. i see a lot of
discussion about lighting in the good images. seems like radiosity
and the inevitable long render times come into play often.
i wanted the rays of sun to be visible, and i played with media for a
very long time. it finally came down to building a ray-shaped mesh and
containing the media inside the mesh, but in the end it didn't look good
and the renders were taking so long that every incremental adjustment
i made took a lot of time so i bailed on it.
i took a ready-made patch of grass that gilles had done and tiled the
yard in. i needed thicker grass so i overlapped them quite a bit, and
i attempted to put a random offset and rotation on the tiling job. i ended
up with a really nice looking macro that didn't seem to do a darn thing
as far as getting rid of the rows. and yes, the rows are my fault, not
gilles.
and no, no, no! you're spozed to ask me if I wanna meet YOUR sister!
thanks again, miker
"bob h" <omn### [at] charternet> wrote in message
news:3c39b320@news.povray.org...
> "MR" <a### [at] bnet> wrote in message news:3c39af17@news.povray.org...
> >
> > anyway, i'd love to hear your comments.
>
> Looks acceptable enough for a beginning :-)
> Your sunlight seems to be coming from very near the house. That can cause
> bad sunburn as well as incorrect shadows.
> The orderly grass, and that's some big grass BTW, I haven't tried Gilles
> grass but it could use randomization if it doesn't already have it (I'd
> expect it probably does though). Sorry, but I couldn't pass up mentioning
> it.
> And sure, I'd like to meet your sister if that's her in the photo.
>
> bob h
>
>
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