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From: Tom Melly
Subject: Narnia V2 [71kb]
Date: 22 Jan 2002 05:14:41
Message: <3c4d3b91@news.povray.org>
WIP 4 IRTC

Now with traced trees - 20,000 of them. Took me a while to find a way of making
trees that didn't eat up memory. Managed it by combining meshes and cylinders
and adapting quality depending on distance.

There were meant to be stars as well, but I made a boo-boo...

--
#macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
}light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM


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From: Nekar Xenos
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:18:52
Message: <3c4d3c8c@news.povray.org>
Wow!

--
#local X=20*<-2,2,5>;sphere_sweep{catmull_rom_spline 6<-8,-8>1<-8,-8>1<-8,8>1<
8,-8>1<8,8>1<8,8>1translate 20*z pigment{gradient z scale 3color_map{[0rgb<0,9
,18>][1rgb 0]}}}#local K=2*z*X-X;#local R=seed(clock);blob{#while(K.x>X.x)
#local N=X+<rand(R)rand(R)1>/3;#local X=(vlength(N-K)<vlength(X-K)?N:2*X-N);
sphere{X,1,1rotate z*90}sphere{X,1,1}#end pigment{rgbt 1}interior{media{//Nekar
emission<2,4,5>*5}}hollow scale.05}//   http://nekar_xenos.tripod.com/metanoia/



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From:
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:24:38
Message: <v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com>
On Tue, 22 Jan 2002 10:14:38 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of making
> trees that didn't eat up memory. Managed it by combining meshes and cylinders
> and adapting quality depending on distance.

I like it a lot. I if render time is reasonably then I have idea: animate it
with camera moving along footprints. After each set of frames apear new
footprint but no person at all. I mean invisible Yeti.

ABX


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From: Juergen Scharfy
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:26:54
Message: <3c4d3e6e$1@news.povray.org>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making

very nice scene!

I think the trees are standing a little bit too loose.
Lighting is quite bright for a night... even in case of full moon.

What about adding footprints of animals to the snow? Most likely Rabbits,
Birds and Squirrels?
How did you build the mountains in the background so that the snow doesn't
cover the tip independently of the mountain's height?

> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.

I did the same with my fern. Otherwise 106000 objects blew up PC's memory...
now reduced to few thousands.

Cool picture anyway!
BTW: what is current the theme of the IRTC?

regards


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From: Dave Blandston
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:28:34
Message: <3c4d3ed2$1@news.povray.org>
That's a very dramatic, striking picture! I can't wait to see the finished
product...

--
-David

"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c4d3b91@news.povray.org...
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.
>
> There were meant to be stars as well, but I made a boo-boo...
>
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM


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From: Nekar Xenos
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:31:13
Message: <3c4d3f71@news.povray.org>

news:v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com...
> On Tue, 22 Jan 2002 10:14:38 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> > WIP 4 IRTC
> >
> > Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> > trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> > and adapting quality depending on distance.
>
> I like it a lot. I if render time is reasonably then I have idea: animate it
> with camera moving along footprints. After each set of frames apear new
> footprint but no person at all. I mean invisible Yeti.
>

Cool idea. Only there aren't Yeti in Narnia IIRC. I do remember invisible
footprints, but they weren't in snow. Maybe the witch made herself invisible?

--
#local X=20*<-2,2,5>;sphere_sweep{catmull_rom_spline 6<-8,-8>1<-8,-8>1<-8,8>1<
8,-8>1<8,8>1<8,8>1translate 20*z pigment{gradient z scale 3color_map{[0rgb<0,9
,18>][1rgb 0]}}}#local K=2*z*X-X;#local R=seed(clock);blob{#while(K.x>X.x)
#local N=X+<rand(R)rand(R)1>/3;#local X=(vlength(N-K)<vlength(X-K)?N:2*X-N);
sphere{X,1,1rotate z*90}sphere{X,1,1}#end pigment{rgbt 1}interior{media{//Nekar
emission<2,4,5>*5}}hollow scale.05}//   http://nekar_xenos.tripod.com/metanoia/


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From: Gail Shaw
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:33:53
Message: <3c4d4011@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c4d3b91@news.povray.org...
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.
>
> There were meant to be stars as well, but I made a boo-boo...
>

Wow. Trees are very very nice.
Don't forget the lamppost.

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


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From: Ace
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:36:04
Message: <3c4d4094@news.povray.org>
Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c4d3b91@news.povray.org...
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.
>
> There were meant to be stars as well, but I made a boo-boo...
>
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
>
yikes,
looks like a lot of the country around here, especialy the places I go
snomachining
(except the mountains are further away here) In other words: Realistic!

It never ceases to amaze me what you guys can acomplish.

Gary
P.s. Would you be willing to share some code for the trees and the snow? :-)


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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:51:46
Message: <3c4d4442$1@news.povray.org>

news:v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com...
>
> I like it a lot. I if render time is reasonably then I have idea: animate it
> with camera moving along footprints. After each set of frames apear new
> footprint but no person at all. I mean invisible Yeti.
>

Hmm, I've been thinking of animating (just out of curiousity - I wanna see
what's over the nearest hill). Render time is pretty reasonable, so I'll see
what I can come up with.


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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:53:40
Message: <3c4d44b4$1@news.povray.org>
"Nekar Xenos" <j-p### [at] citywalkcoza> wrote in message
news:3c4d3f71@news.povray.org...
>
>
> Cool idea. Only there aren't Yeti in Narnia IIRC. I do remember invisible
> footprints, but they weren't in snow. Maybe the witch made herself invisible?
>

Hey, well remembered! They were in Voyage of the Dawn Treader - one of the
islands had one-legged invisible gnomes. The queen didn't turn herself
invisible, but she did turn herself and her no. 1 dwarf into a rock and a tree
iirc.

Trivia Tom....


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