POV-Ray : Newsgroups : povray.binaries.images : WIP Server Time
16 Nov 2024 08:22:57 EST (-0500)
  WIP (Message 1 to 6 of 6)  
From: Doug Eichenberg
Subject: WIP
Date: 8 Jul 2003 20:23:54
Message: <3f0b609a$1@news.povray.org>
A couple of quick test renders for a macro to make fur/grass.  It makes the
individual hairs out of triangles and then uses triangle texture
interpolation for the texturing.

--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge


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From: Doug Eichenberg
Subject: Re: WIP
Date: 8 Jul 2003 20:25:18
Message: <3f0b60ee@news.povray.org>
--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge


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Attachments:
Download 'furtest1.jpg' (185 KB) Download 'furtest2.jpg' (63 KB)

Preview of image 'furtest1.jpg'
furtest1.jpg

Preview of image 'furtest2.jpg'
furtest2.jpg


 

From: Tim Nikias v2 0
Subject: Re: WIP
Date: 9 Jul 2003 11:18:40
Message: <3f0c3250@news.povray.org>
Hey, this looks really great. Nice, soft grass, I like it!

How about placing them on a larger sphere though, so
that you have an actual "planet". This bundle does look
good, but the question is, how it will look when spread
across an area...

Regards,
Tim

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights




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From: Doug Eichenberg
Subject: Re: WIP
Date: 9 Jul 2003 17:49:09
Message: <3f0c8dd5$1@news.povray.org>
Not sure yet, this was kind of thrown together... the code was a mess.  I'm
rewriting it now and cleaning it up.  What I'm aiming to do is to imitate
the way Maya does fur:

(http://caad.arch.ethz.ch/info/maya/manual/MayaFur/UserGuide/2CreatingFur.fm
.html)

In particular, I want to have all those options available.
Right now, I am rewriting the triangle generating portion to create
cylindrical segments, so it won't be flat like these tests show, but it will
still be able to use triangle texture interpolation.  I'll post more pics as
it develops.

Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge


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From: Tim Nikias v2 0
Subject: Re: WIP
Date: 9 Jul 2003 18:13:45
Message: <3f0c9399@news.povray.org>
Whew! That's a neat page, a lot to look at, and a lot
to base stuff upon! I'll be looking out for your images,
it sure seems a promising thing, but I'll guess I'll
have to wait for final judgement on that when the system
is complete and someone tries a scene with 10000+
blades...

-- 
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights


> Not sure yet, this was kind of thrown together... the code was a mess.
I'm
> rewriting it now and cleaning it up.  What I'm aiming to do is to imitate
> the way Maya does fur:
>
>
(http://caad.arch.ethz.ch/info/maya/manual/MayaFur/UserGuide/2CreatingFur.fm
> .html)
>
> In particular, I want to have all those options available.
> Right now, I am rewriting the triangle generating portion to create
> cylindrical segments, so it won't be flat like these tests show, but it
will
> still be able to use triangle texture interpolation.  I'll post more pics
as
> it develops.
>
> Douglas C. Eichenberg
> dou### [at] nlsnet
> http://www.getinfo.net/douge
>
>


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From: Doug Eichenberg
Subject: Re: WIP
Date: 9 Jul 2003 22:30:55
Message: <3f0ccfdf$1@news.povray.org>
Yeah, Maya is a pretty intense piece of software... lot's of tools, lots of
options, etc.  10000+ hairs shouldn't be a problem since it will be cheating
by using the same mesh over and over again.  I don't think it could be done
with individually unique hairs.  Figure 100 segments per hair, with 12
triangles per segment (hexagon, with surface normals to round it)=1200
triangles for one hair times 10000 hairs = 12 million smooth triangles.  Not
sure how much memory that would consume, but I'm guessing too much.

--
Douglas C. Eichenberg
dou### [at] nlsnet
http://www.getinfo.net/douge


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