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Bruno Cabasson wrote:
> For cumuli, the problem is different than clouscapes and quite tricky. I think
> I'll have to do with single clouds. But I am afraid that the turbulence feature
> is not completely appropritate for the 'roundness' of cumuli. I tried with the
> current system, but it is not suitable for cumuli and I could never get
> acceptable results (mainly because the density is based on standard patterns).
> Perhaps a particle system will be necessary, but I absolutely do not master
> that. Advice/ideas welcome.
For my cumuli I used the object pattern, using as object a conglomerate
of spheres, distributed in a loop to resemble the shape of a cloud, then
used this with media and turbulence. But as you said, I never got realistic
results with turbulence... it should be my fault, because Gilles used it
very well on his DF3 clouds.
> It can define the terrain either as
> *) pigment-based function (user-defined), allowing overhangs (isosurface)
> *) Height field out of pigment function
> *) Height field out of image_map
> *) Image_map generation from pigment function
I would add "isosurface based on a external heightfield". I have some WIP
on this subject, and it is very handy, as you can control the general shape
of the terrain with a heightfield "guide" and then add overhangs with an
extra function. I even developed a method to add the overhangs only on the
vertical parts, although it is very trick (requires calculating a "slope
map" of the heightfield first).
> It can (will) define the sky as
> *) Media, like the skies I already posted. Allows cloudscape to cast shadows
> -) Sky-dome image map (probably a sphere)
> -) DF3 generation for single clouds.
For the skydome imagemap (which can be very useful indeed), take into
account the possible output as HDR. This means getting a good balance
between the intensity of the sky and the sun.
> *) Water
Plane, heightfield or isosurface? For close-ups to the shoreline, an hf
or isosurface is very convenient.
> One big piece will also be to incorporate vegetation. It can use
POV-Tree, and
> stuff from PlantStudio or so. I would like to provide for pattern-based
> placement macros (I already have something for that).
I think it's better to let the user supply their own plants/trees, you
only need to provide the placement macros.
> I want all be declarative, so that a MMI can be easily plugged. For example, for
> the last version of my sky system, and for the sky that is currently rendering:
Looks like the right direction to me...
> PS: By essence, skies require intensively the media feature. What about media
> with 3.7?
IIRC, it will get ride of the container artifacts you are going to meet
with individual clouds... ;)
--
Jaime
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