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"Tim Nikias" <JUSTTHELOWERCASE:timISNOTnikias(at)gmx.netWARE> schrieb im
Newsbeitrag news:4323d0cd@news.povray.org...
> I'd probably use my Surcoat-Macros, and an idea I just had: if I'd place a
> parallel lightsource in place of the camera and view from above, the hills
> should throw shadows onto the terrain itself. So I only get bright spots
> (where placing of objects will take place) where the camera sees it. If I
> then "grow" a rim around that area, I'd have a little more space in all
> directions... Hm. Need to think about this more.
This is one possibility and I used such a method in my IRTC entry "Meadow".
If you blur such a black/white image with photoshop, you can use it to shoot
test rays from above.
If you hit a non-black pixel, you can populate the place.
But usually it is complicated to define the orthogonal camera and to align
the results to your scene.
I gave up this technology, because I'm too weak in trigonometry.
> Anyways, how did you create the tree? POV-Tree, or did you do it yourself?
The tree is only a demo tree I always use for tests or far distances like in
my images "Boreal" or "Meadow"
( http://www.povcomp.com/hof/Boreal_big.html and
http://www.irtc.org/ftp/pub/stills/2002-02-28/meadow.jpg ).
You can download the tree from http://www.dartnall.f9.co.uk/ , then go to
galleries and then to arboretum.
It comes as a usual mesh object. With the new version of Poseray you can
import such a mesh and save it as a mesh2 object.
This makes an enormous difference in memory usage and render speed, at least
in this case.
Norebrt Kern
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