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On Sun, 13 Jun 2010 16:47:34 +0200, Alain <aze### [at] qwertyorg> wrote:
>> Hopefully the final version ;)
>> Everything is Pov-generated.
>> The wall uses a mixture of isosurfaces and Pov-generated meshes (usin
g
>> 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 el
se.
>> I then used normals to make the stony texture as a hi-res height-fiel
d
>> 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 prope
r
>> anti-aliasing. Not even focal blur helped, so I left out the focal bl
ur
>> 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
Thanks. I have been considering adding a pools of water...
--
-Nekar Xenos-
"The spoon is not real"
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