POV-Ray : Newsgroups : povray.binaries.animations : grass blowing in the wind : Re: grass blowing in the wind Server Time
4 Jul 2024 00:20:04 EDT (-0400)
  Re: grass blowing in the wind  
From: Tek
Date: 20 Oct 2006 08:47:00
Message: <4538c544$1@news.povray.org>
Well if I was creating a scene to look totally real I'd have started with 
something better than this, which would be capable of filling a scene 
without needing huge render times. The reason this isn't very efficient is 
it was created for the short code contest and then I animated it out of 
curiosity. Short code tends to require brute force solutions. So what I'm 
saying is that despite the speculation in this discussion I have no desire 
to find an efficient way to do this effect, because the basic effect is not 
intended to be any good in the first place!

Anyway, if I were to start from scratch I'd probably modify the turbulence 
function to repeat itself, then generate a square patch of grass blowing in 
the wind (as a mesh of triangular blades, for speed), then create multiple 
instances of this spread through the world since that takes almost no 
processing time. This also lets me use a trick I've done before of shading 
the blades so they have fuzzy edges, meaning anti-aliasing is less of an 
issue. Only problem is a tiled pattern can look a bit obvious, so I'd need 
to break it up with a few non-repeating features dumped in on top...

hmm... that's sounding quite tempting now...

-- 
Tek
http://evilsuperbrain.com

"Data Banks" <da_### [at] ihugcomau> wrote in message 
news:4537f4e8@news.povray.org...
> What about spreading the grass out just a little with fake grass in 
> between? Or thin it out towards the edges, fading to dirt/gravel/whatever 
> was you leave the grassy area? Like a small grassy areas forgotten & idle 
> in the middle of suburbia? Or those creek areas we all used to play in as 
> kids ;)
>
> "Tek" <tek### [at] evilsuperbraincom> wrote in message 
> news:45375c50@news.povray.org...
>>I think fake grass would be the best option, otherwise I'd need fog so 
>>dense you could only see a distance of 128 blades of grass, which in real 
>>world terms would be maybe a couple of meters, now that's foggy! :)
>>
>> -- 
>> Tek
>> http://evilsuperbrain.com
>>
>> "Alain" <ele### [at] netscapenet> wrote in message 
>> news:4536cc6d$1@news.povray.org...
>>> Tek nous apporta ses lumieres en ce 17/10/2006 11:56:
>>>> Rendering time wasn't great 'cause I need high anti-alias settings and 
>>>> the scene takes a few seconds to parse, so it took about 7 hours for 
>>>> 200 frames. Not ideal but certainly useable.
>>>
>>>> The problem with flying past is that the area is relatively small, what 
>>>> looks like the crest of a hill is actually the limits of the grassy 
>>>> area I've created, so when I rigged up a version that would move that 
>>>> area with the camera (so we never get closer to the far edge as we fly 
>>>> through the field) you can really badly see ground popping in at that 
>>>> distance. To hide this effect I'd need many times more grass, which 
>>>> would make it render many times slower... sigh...
>>>
>>> Maybe you can hide that with some fog. Another avenue would be to make 
>>> the ground much larger and use some faked grass outside the area actualy 
>>> covered by your grass.
>>>
>>> -- 
>>> Alain
>>> -------------------------------------------------
>>> Impressionism: From a distance, shit looks like a garden.
>>
>>
>
>


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