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Looks great, esp. the last part.
For showing the change of ice/vegetation, a sequence with stationary camera
would be good.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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From: Bob Hughes
Subject: Re: flight over fractal mountains and lakes [~577KB Mpg]
Date: 28 Jul 2000 08:51:57
Message: <398181ed@news.povray.org>
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"Christoph Hormann" <Chr### [at] schunteretctu-bsde> wrote in
message news:398139F6.3FD2046B@schunter.etc.tu-bs.de...
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| For showing the change of ice/vegetation, a sequence with stationary
camera
| would be good.
I gave up on that idea. Always moving along to the next thing :-)
Bob
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From: Jörg "Yadgar" Bleimann
Subject: Re: flight over fractal mountains and lakes [~577KB Mpg]
Date: 8 Feb 2017 11:08:40
Message: <589b4288$1@news.povray.org>
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(...and once more the dreadful Thread Necromancer has struck!)
Hi(gh)!
On 25.07.2000 02:07, per### [at] aolcom?subject=PoV-News wrote:
> Christoph's Icy Coast image at p.b.i. had me wanting to do a fly-over of a
> ridged multifractal landscape (again). This was originally a 480x240 pixel
> panoramic view without AA (it smudged the sharp details even at +a1.0 +r1)
> so was a fairly fast render at about 2m 45s a frame, 240 frames. To get it
> uploadable here I had to rescale and encode at a terrible bit-rate in Video
> Mach 2, so it actually does look much better in the 8 megabyte version. I
> thought I had the isosurface doing okay until I realized there's a slice of
> sunlight shining through a mountain into the shadow around midway through
> the animation. Not visible in this degraded mpeg.
> A slope dependant texture I've had a while is modified for this. I hope to
> get a better file uploaded to a web space later on, in the meantime I hope
> this one at least plays after taking the time to D/L it.
A true pioneer work back in 2000... and today, 16.5 years later I would
like to ask you whether I may convert it in a way that my Commodore 64
and/or Atari 1040 STFM would be able to display it! At a mere 160 by 96,
I would even have to scale it *up* to have it fitting into the C 64's
multicolor mode, as my pre-GEOS C 64 does not have any window manager
(and I have no experience yet in interrupt demo programming). Currently
I am not sure whether the C 64's floppy drive actually would be able to
stream it in full length - I probably would have to add a second VC 1541
floppy drive (or go for the fabulous 1-megabyte SFD-1001, but the chance
of finding one seems next to zero...).
However, on the Atari ST with its 720 kilobyte diskettes, it probably
would run nicely in a TOS window, be it in monochrome, 4-color or
16-color mode.
Regardless of all these pre-considerations, I firstly would simply
convert it to color depths that just look like those native classic
computer modes, but run on a modern-day PC, so I might publish it
directly here without having it to video from the C 64's or Atari ST's
screen...
See you in Khyberspace (which might also incarnate in an "AtariSTan" or
even "Amig(h)anistan" version)!
Yadgar
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From: Jörg "Yadgar" Bleimann
Subject: Re: flight over fractal mountains and lakes [~577KB Mpg]
Date: 8 Feb 2017 11:12:40
Message: <589b4378$1@news.povray.org>
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...and once more the dreadful Thread Necromancer has struck!)
Hi(gh)!
On 25.07.2000 02:07, per### [at] aolcom?subject=PoV-News wrote:
> Christoph's Icy Coast image at p.b.i. had me wanting to do a fly-over of a
> ridged multifractal landscape (again). This was originally a 480x240 pixel
> panoramic view without AA (it smudged the sharp details even at +a1.0 +r1)
> so was a fairly fast render at about 2m 45s a frame, 240 frames. To get it
> uploadable here I had to rescale and encode at a terrible bit-rate in Video
> Mach 2, so it actually does look much better in the 8 megabyte version. I
> thought I had the isosurface doing okay until I realized there's a slice of
> sunlight shining through a mountain into the shadow around midway through
> the animation. Not visible in this degraded mpeg.
> A slope dependant texture I've had a while is modified for this. I hope to
> get a better file uploaded to a web space later on, in the meantime I hope
> this one at least plays after taking the time to D/L it.
>
> Bob
> --
> omniVerse http://users.aol.com/persistenceofv/all.htm
>
>
>
A true pioneer work you did back in 2000... and today, 16.5 years later
I would like to ask you whether I may convert it in a way that my
Commodore 64 and/or Atari 1040 STFM would be able to display it! At a
mere 160 by 96, I would even have to scale it *up* to have it fitting
into the C 64's multicolor mode, as my pre-GEOS C 64 does not have any
window manager (and I have no experience yet in interrupt demo
programming). Currently I am not sure whether the C 64's floppy drive
actually would be able to stream it in full length - I probably would
have to add a second VC 1541 floppy drive (or go for the fabulous
1-megabyte SFD-1001, but the chance of finding one seems next to zero...).
However, on the Atari ST with its 720 kilobyte diskettes, it probably
would run nicely in a TOS window, be it in monochrome, 4-color or
16-color mode.
Regardless of all these pre-considerations, I firstly would simply
convert it to color depths that just look like those native classic
computer modes, but run on a modern-day PC, so I might publish it
directly here without having it to video from the C 64's or Atari ST's
screen...
Retrocomputing rules!
See you in Khyberspace (which might also incarnate in an "AtariSTan" or
even "Amig(h)anistan" version)!
Yadgar
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>
> A true pioneer work you did back in 2000... and today, 16.5 years later
> I would like to ask you whether I may convert it in a way that my
> Commodore 64 and/or Atari 1040 STFM would be able to display it!
Ahhh nostalgia... that sure is going back in time. Go ahead and good luck!
I tried to find the file that creates the animation to give you and I have a
ridged multifractal mountains and lakes scene from the following year. I had
added a flying car.
There's a problem with it. MegaPOV 0.7 was used and it refuses to render the way
it is now with MegaPOV 1.2.1.
I probably have the older versions archived away, no idea where though.
If I knew how to correct the reflection and slope texture_map statements I would
know for certain if this was the file.
I will go ahead and post it to the binaries scene-files group anyway. Maybe it
can be used somehow. It requires Chris Colefax's Clockmod.inc, too.
Bob
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A wild ride in POV-Ray air over the mountains and lakes.
The original (or close to it) is now partially updated to POV-Ray 3.7, this low
resolution short animation is from the latest file posted at
binaries.scene-files:
http://news.povray.org/web.589c7136c3d0ae5d9c5d6c810%40news.povray.org
Be sure to read the other messages there, camera view is erratic due to what I
guess was my attempt to show multiple camera angles. Took 50 minutes to render
150 frames at 320x240 with my i5 processor @ 3.4GHz.
Bob
Post a reply to this message
Attachments:
Download 'mountains_lakes_flyover-update.mp4.mpg' (2168 KB)
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"omniverse" <omn### [at] charternet> wrote:
> A wild ride in POV-Ray air over the mountains and lakes.
New and improved, and maybe that's saying too much. LOL
Too large a file for here, almost 7 MB.
https://youtu.be/aLwYm9aBQ80
Still a wild ride because of a crumbling natural bridge fly-thru, and my sloppy
attempt at slowing the flight at that point in the animation. I messed up the
cubic spline path there, it was supposed to move slowly past the natural bridge.
Timed it wrong.
No worries, you can retry it yourself. Posting the updated scene file at
binaries.scene-files once again. Better clouds in motion and casting shadows.
Although parameters are minimal quality, for isosurface too, for faster frame
rendering.
At least I got rid of the annoying camera discontinuities caused by adding
different vectors together from one clock range to the next, see previous SDL.
This particular animation, 320X240 and 600 frames with default antialiasing,
took about 10 hours on a i5 processor @ 3.4GHz.
Bob
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