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>[GDS|Entropy] on date 06/12/2010 08:39 wrote:
> This actually isn't so far off from what I really want. It is amazing
> how much a year off rectifies code blindness. :)
>
> I chose a genus 1 object (torus) because it met all testing requirements
> with greatest simplicity of implementation. I am using a very simple
> texture here, but I have a test currently rendering which uses my slope
> based snow/ice textures, but those take a very long time even without
> radiosity/photons...
>
> Goals now accomplished (attempting to mimic nature):
> 1) Blobbing of icicles with each other
> 2) Blobbing of icicles with the main snow object
> 3) Ice coating of the main object
> 4) Speed improvements
> 5) Icicle/snow shape accuracy improvements
> 6) Macro is object agnostic
> 7) Macro can be applied to any area/csg
>
> Halton distribution test is on the list now, as well as iteration
> improvements, as some effects currently take millions of iterations.
> Despite this, the parse times are quite reasonable (1-15min)...I just
> feel that this can be optimized further. This uses a single blob layer,
> mostly because you cannot have a blob of blobs. :(
>
> Surprisingly few lines of code are required to accomplish this, and if I
> formatted my code less, and used less #local variables I could get it
> under 150 lines easily. Obviously I am counting only the macro, and not
> textures/scene objects.
>
> I have more complicated object tests (simple recursive tree tests)
> currently rendering which I will post as follow ups.
>
> Advice and suggestions are welcome.
>
> Ian McDonald
>
It looks /coold/ ;-)
Paolo
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