|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
This is an interesting view of a project I was working on which popped
up when I pulled back to a wide angle view of the scene. Terrain
generated by World Machine (finally a terrain editor I can work with!),
atmosphere is media (no fog) and clouds and sun are pigments. Everything
else is a mess.
Abe
Post a reply to this message
Attachments:
Download 'terrain_test.jpg' (96 KB)
Preview of image 'terrain_test.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wow! Yet another render that cures our Terragen envy! :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Can we know the media you used to make this blue haze (source ?) Thanks.
3d3e04bb@news.povray.org...
> Wow! Yet another render that cures our Terragen envy! :)
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Looks very very nice!
Yes, World-machine is a great program, but my tests always end up looking
better in World-machine than in POV.. Do you have the same feeling about
yours?
Regards,
Hugo
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Abe wrote:
>
> This is an interesting view of a project I was working on which popped
> up when I pulled back to a wide angle view of the scene. Terrain
> generated by World Machine (finally a terrain editor I can work with!),
> atmosphere is media (no fog) and clouds and sun are pigments. Everything
> else is a mess.
Nice, how did you do the texture?
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Jul. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Abe" <bul### [at] taconicnet> wrote in message
news:3D3### [at] taconicnet...
> This is an interesting view of a project I was working on which popped
> up when I pulled back to a wide angle view of the scene. Terrain
> generated by World Machine (finally a terrain editor I can work with!),
> atmosphere is media (no fog) and clouds and sun are pigments. Everything
> else is a mess.
>
Looks very nice. I've never heard of World Machine. Is it free or
commercial?
Got an URL?
Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)///GS
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Looks very nice. I've never heard of World Machine.
> Is it free or commercial?
> Got an URL?
Free! :o)
http://students.washington.edu/sschmitt/world/
Regards,
Hugo
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I don't have the source at my fingertips right now, but it was basically
a combination of scattering media (type 1) and a complementing
absorption media (using a _nearly_ identical color to the scattering
media). If you will pardon some generic code, it was roughly as follows
sphere{
y-earth_radius+camera_position, earth_radius+scat_atmosphere_height
hollow
pigment{clear}}
interior{media{scattering{1 scat_color*scat_intensity, extinction 0}}}
}
sphere{
y-earth_radius+camera_position, earth_radius+absorp_atmosphere_height
hollow
pigment{clear}}
interior{media{absorption absorp_color*absorp_intensity}}}
}
Mind you, this is likely not the best nor final solution.
Abe
_Light_Beam_ wrote:
>
> Can we know the media you used to make this blue haze (source ?) Thanks.
>
> 3d3e04bb@news.povray.org...
> > Wow! Yet another render that cures our Terragen envy! :)
> >
> >
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Yup. My height fields tend to look great in anything except POV. It
drives me nuts.
Abe
Hugo wrote:
>
> Looks very very nice!
>
> Yes, World-machine is a great program, but my tests always end up looking
> better in World-machine than in POV.. Do you have the same feeling about
> yours?
>
> Regards,
> Hugo
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Which one? :)
Clouds: a POV implementation of Hugo Elias' cloud texture
(http://freespace.virgin.net/hugo.elias/models/m_clouds.htm) which I'm
sure you are familiar with, and "light sourced" using a simple bump
mapping technique (shifting the shadows away from the light source). I
did a basic outline of the process
here:http://www2.taconic.net/bullfrog/sky/lightsourced_clouds/simple_bumpshaded_clouds.html.
I also tried to incorporate cloud glow near the sun based the dot
product between the sun direction and the texture point on the cloud
plane.
Sun: spherical pigment applied to the sky_sphere - appropriately scaled.
Water: pigment with some degree of transparency (and filtering, I
think), absorption media and simple bozo normal.
Terrain: a shoddy slope pigment and turbulated granite normal.
Sorry, but I don't have the code in front of me right now. Hope this
helps.
Abe
Christoph Hormann wrote:
> Nice, how did you do the texture?
>
> Christoph
>
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 15 Jul. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |