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From: Corey Woodworth
Subject: [WIP] spectacular landscape maybe?
Date: 28 Sep 2002 23:57:06
Message: <3d967a12@news.povray.org>
When I first found pov the first thing I tried to do was make a 'bryce-like'
landscape. It was terrible so I moved on to more geometric things. Now, in
light of the new IRTC topic, I thought I'd give 'em another try.

There are 2 HFs, (actually one with a copy in the background) and one plane
of generic water. The HFs were made in World Machine. I know its a pretty
basic image right now, but are there any comments on the actual terrain
shape? I'd like to lock it down before I start texturing and lighting the
scene. Are there any examples or ideas of good ways to texture the canyon?

Thanks,
Corey

http://www.4gigs.com/~schitzo/


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From: Timothy R  Cook
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 00:34:25
Message: <3d9682d1$1@news.povray.org>
I saw the topic for this IRTC round and immediately thought of the
examples on the World Machine site, and then thought 'IRTC topic:
exploiting World Machine output to the fullest', since that's most
probably what all of the winning entries are gonna use.

-- 
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126

-----BEGIN GEEK CODE BLOCK-----
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GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
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From: Rafal 'Raf256' Maj
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 03:41:51
Message: <Xns92986270DEF65raf256com@204.213.191.226>
"Corey Woodworth" <cdw### [at] mpinetnet> wrote in news:3d967a12@news.povray.org

> Are there any examples or ideas of good ways to texture the canyon?

probably gradient y with turbulance and many colors in color_map.
Maybe make a large-scale bozo texture in with 0.0 - 0.95 is this gradient y 
texture, and 0.95-1.0 are some stone texture - this will add small random 
stones into ground.



-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Christoph Hormann
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 04:52:53
Message: <3D96BF65.E61012E1@gmx.de>
Corey Woodworth wrote:
> 
> [...]
> 
> There are 2 HFs, (actually one with a copy in the background) and one plane
> of generic water. The HFs were made in World Machine. I know its a pretty
> basic image right now, but are there any comments on the actual terrain
> shape? I'd like to lock it down before I start texturing and lighting the
> scene. Are there any examples or ideas of good ways to texture the canyon?

The completely horizontal structures in the terrain seem somewhat
unrealistic to me.  They imply the material is very young but the
intensity and overall shape suggests it isn't.

Like all heightfield terrains this has serious problems with the structure
on steep slopes.  You will have a hard time compensating that with
textures.  In nature the steep parts are usually more structured than the
flat areas where loose material smooths the irregularities.

NTL this surely has potential for a good looking scene, my advise would be
to try making it *not* look like yet another Bryce/Terragen/... scene.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______


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From: Andrew Coppin
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 06:29:02
Message: <3d96d5ee@news.povray.org>
I may be nothing but a poor simpleton, but I recon that image looks
*amazing* already!

Andrew.


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From: St 
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 08:13:05
Message: <3d96ee51@news.povray.org>
"Corey Woodworth" <cdw### [at] mpinetnet> wrote in message
news:3d967a12@news.povray.org...

>Are there any examples or ideas of good ways to texture the canyon?

    If you've got a digi-camera handy, take a few photo's of different
textures around the home or garden and try using one as an image_map and
play with the scale. If you haven't got a camera, use a scanner or nick
something from the web...  ;)

  You'll be amazed at what you can put on the surface of your terrain to
make it look real.

   Nice so far though.

   ~Steve~


>
> Thanks,
> Corey
>
> http://www.4gigs.com/~schitzo/
>
>
>


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From: Martin Belair
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 11:07:45
Message: <Xns9298712F44Cbadhabit07hotmaildot@204.213.191.226>
Hello!


First of all, it's seems to me that your final work will be great.


> There are 2 HFs, (actually one with a copy in the background) and one
> plane of generic water. The HFs were made in World Machine. I know its

Secundo, I have questions: What's "World Machine" ? Is it free? Is it 
availlable on the net?

TIA!

Ciao!


Mart

 
-+============================+-


 | [bad### [at] hotmailDOTcom] |
-+============================+-


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From: Ken
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 11:13:34
Message: <3D97186B.E1DF132@pacbell.net>
Martin Belair wrote:

> Secundo, I have questions: What's "World Machine" ? Is it free? Is it
> availlable on the net?

http://students.washington.edu/sschmitt/world/

-- 
Ken Tyler


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From: Tom Bates
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 14:19:47
Message: <3d974443$1@news.povray.org>
Cool.

Makes me think of Lake Powell.

Tom Bates.


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From: Corey Woodworth
Subject: Re: [WIP] spectacular landscape maybe?
Date: 29 Sep 2002 18:05:23
Message: <3d977923$1@news.povray.org>
> The completely horizontal structures in the terrain seem somewhat
> unrealistic to me.  They imply the material is very young but the
> intensity and overall shape suggests it isn't.
>
> Like all heightfield terrains this has serious problems with the structure
> on steep slopes.  You will have a hard time compensating that with
> textures.  In nature the steep parts are usually more structured than the
> flat areas where loose material smooths the irregularities.

Could this be fixxed by reducing the errosion in the steepest areas?


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