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You really shouldn't post photgraphs like that and pretend you did it
in POV, it's not fair ;)
Very nice picture.
Jerome
- --
******************************
* Jerome M. Berger *
* mailto:jbe### [at] ifrancecom *
* http://jeberger.free.fr/ *
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Jaime Vives Piqueres wrote:
>
> Well, they are prety pathetic right now, although the placement idea
> with eval_pigment() and crackle pigments looks promissing (I've attached
> a more close view).
Neat, but must take quite long to parse...
Of course no serious farmer would create such perfect crackle fields. I
assume developing an algorithm to automatically generate realistic
divisions would be quite tricky though.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 21 Mar. 2004 _____./\/^>_*_<^\/\.______
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Hi all:
>
> I've started my own "Landscape of the week" project, following the idea
> and general concepts of the LOTW project by Christoph Hormann. I'm
> really amazed of what he achieved with isosurfaces, so I tried too...
DAMN NICE!
I think I'm experiencing iso-envy...
RG
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Jaime Vives Piqueres wrote:
> Hi all:
>
> I've started my own "Landscape of the week" project, following the idea
> and general concepts of the LOTW project by Christoph Hormann. I'm
> really amazed of what he achieved with isosurfaces, so I tried too...
Jamie, I was caught off-guard by your image. Suddenly there was this
photo-realistic image of a landscape before me... My mind thought, "it
must be Christoph!" right before I saw your name.
Very, very good work! Inspiration has been a trickle for me lately. With
images like this, however, I might just overcome this creativity barrier
I'm standing in front of.
> Well, I hope to not abandon also this project, as I do with 99% of my
> proyects lately. I've a sort of sinusoidal inspiration these days...
>
> Regards,
>
> --
> Jaime
You really should continue with this idea! You can cover some ground
Christoph hasn't yet. In fact, you've already advanced on a few things.
I'd like to see fluted columns of eroded stone and limestone cave
entrances eventually. Maybe those are some landscape elements I'll try
to depict :)
-Samuel Benge
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OK, ok, I'll learn how isosurfaces work, already. :-)
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Zeger Knaepen wrote:
>> Ouch! I'm using only 1 interval!!! Let's hope there is a
>>workaround... these clouds are already slow.
>
> there is: merge the container-objects
> hmm, at least, I think that should work :)
Nope, this is a strange fog problem. It doesn't shows if I replace
the standard ground fog with a planar emission media... weird. But well,
I found the workaround, and it's not much slower than fog. Thanks anyhow!
--
Jaime
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Clever
and useful :-)
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stephen parkinson wrote:
> first thought, where is it? second - photo, third - has the Loch Ness
> monster moved residence :-)
You mean the foam in the middle of the lake? This is a side effect of
the foam technique... nothing misterious, I hope: I've enough with the
artifacts! :)
> some silly questions
> what is the range of x,y,z in the pic for the iso-surfaces?
The container is box{<-200,0,-200>,<200,8,200>}, although the peaks
rarely reach the "ceil". I tried to keep the scene scale somewhat like
1=1km.
> do you do the iso as <-1,-1,-1> to <1,1,1> and scale ?
No, I never scale isosurfaces! I've the superstitious believe that
scaling them increases render times...
> how do you do the houses, csg - yes- but what size typically as a
> standalone object for devel, and then scale by some factor, to fit in,
> process of emphirical adjustment until it looks right?
They are just a bunch of boxes. I scale them randomly to have sizes
between 5 and 15 metters of side (in the scene scale).
> please post source or some tantalising snippets to aid understanding ?
Wait, I'm still cleaning and commenting it. And the web page for the
LOTW project must be done too...
--
Jaime
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Samuel Benge wrote:
> My mind thought, "it must be Christoph!" right before I saw your name.
That was the idea.. :)
> I'd like to see fluted columns of eroded stone and limestone cave
> entrances eventually. Maybe those are some landscape elements I'll try
> to depict :)
Oh, yes... me too, but my patience with max_gradient is limited. The
worst part is: I know that almost everything is posible with
isosurfaces, but who has the patience needed for all the tests?
--
Jaime
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Ross wrote:
> that looks great. I would be so consumed by moving the camera to different
> viewpoints within the scene [...]
What do you think I keep doing all the time? ;)
But I can asure you that it's better to not look very close. The lack
of detail visibility is really amzing creating a sort of impresionism...
your imagination is surely figuring out details that I cannot create. :)
--
Jaime
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