> Hopefully the final version ;)
> Everything is Pov-generated.
> The wall uses a mixture of isosurfaces and Pov-generated meshes (using
> Bill Pragnell's Meshrelief macro).
> The asphalt was originally an isosurface, but it used too much memory so
> I made a height-field from the isosurface. The asphalt texture was
> rendered as an hdri because it became over-saturated if I anything else.
> I then used normals to make the stony texture as a hi-res height-field
> would also use too much memory.
>
> The sunflower uses the Fibonacci sequence for the seeds. Leaves and
> petals are hand-coded bezier-patches.
> The bins are CSG with an agate normal for the dents.
> Grass and weeds are placed using the method Jaime suggested.
> Buildings across the street are done with my building macro.
> Gutters are sphere-sweeps.
>
> I used +a0.1 for anti-aliasing, but the contrast between the bright
> background and the shadow side of the building seems to prevent proper
> anti-aliasing. Not even focal blur helped, so I left out the focal blur
> because then it takes days to render without much improvement.
>
> Comments welcome.
>
> -Nekar Xenos-
Prety nice. Looks like there was a short shower not long ago.
Alain
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