|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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...
My isolandscapes are not so exotic, mainly because I can't figure how to
obtain such spectacular shapes, but also because I don't have his
patience for testing such slow isos. I tried mutiplying only two pigment
functions (f_ridge and f_crackle), keeping the max_gradient between 3
and 5... at least it renders faster than the sky!
For the sky I combined a pigment for the high-level stratus-like clouds,
and media for the low-level cumulus clouds. The media density for the
cumulus uses the object pattern, taking as objetc a random clonglomerate
of randomly sized spheres. It's slow, but not as slow as I expected. The
idea arrived while looking at the latest cloud technique by Gilles, wich
uses density files.
There are other things too small to see on this test, as fields on the
most plain parts, with little iso-trees and simple csg houses placed
with trace() and eval_pigment(), but this is still WIP.
Of course, following with fidelity Christoph idea, the entire scene is
randomly parametrized, so changing a few seeds results in a different
landscape. The render time of this one is 9h, so I think that I can
produce one landscape per week when finished. There are still some
problems, the most obvious one being the interaction between cloud
containers and fog (I'm having a hard time isolating the problem).
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
Post a reply to this message
Attachments:
Download 'tierra14.jpg' (145 KB)
Preview of image 'tierra14.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <4090d486@news.povray.org> , Jaime Vives Piqueres
<jai### [at] ignoranciaorg> wrote:
> 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...
Really nice! Any chance there will be a higher-resolution render (despite
the render time) that allows a closer look at all the little details that
are in the image?
BTW, how complex is the scene (objects, parsing time, etc)?
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Thorsten Froehlich wrote:
> Really nice! Any chance there will be a higher-resolution render (despite
> the render time) that allows a closer look at all the little details that
> are in the image?
Thanks! And yes, I will render this and the future LOTW images at
bigger resolution, but not much more. There are details that look better
if they are only barely visible and do not show their simplistic nature.
This is the reason also for the aerial view.
> BTW, how complex is the scene (objects, parsing time, etc)?
Not really much, but enough to be a nightmare for me:
+ Single isosurface terrain with max_gradient 3
+ Slope-based procedural texture for the terrain.
+ 300 clouds (object pattern for each cloud uses 24 spheres).
+ 30000 isosurface trees with max_gradient 1.
+ 1000 CSG houses out of some boxes.
+ 5000 vertices for Skylight mesh.
+ No radiosity, only sun and two fill lights (opposed and zenith).
Parsing time was 3 minutes, mainly because trees and houses both
obtain their positions randomly, and this takes a while even with the
2.1Ghz CPU I have now.
Regards..
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Oops.. I forgot to include the statistics:
Statistics for tierra.pov, Resolution 720 x 480
----------------------------------------------------------------------------
Pixels: 346320 Samples: 3116880 Smpls/Pxl: 9.00
Rays: 12188136 Saved: 205 Max Level: 30/32
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Box 7658443 10932 0.14
CSG Intersection 1128682 961 0.09
Isosurface 36538884 3499165 9.58
Isosurface Container 37652233 36985184 98.23
Isosurface Cache 4909174 1668509 33.99
Mesh 302162795 239164538 79.15
Plane 606582954 4618707 0.76
Sphere 584649585 396131296 67.76
Bounding Box 21627336696 6881520552 31.82
Vista Buffer 110928289 75143350 67.74
----------------------------------------------------------------------------
Isosurface roots: 36538884
Function VM calls: 1001034392
----------------------------------------------------------------------------
Calls to Noise: 6354301481 Calls to DNoise: 90048139972
----------------------------------------------------------------------------
Media Intervals: 106119393 Media Samples: 1390661285 (13.10)
Shadow Ray Tests: 297618867 Succeeded: 164005911
Reflected Rays: 135901
Refracted Rays: 135901
Transmitted Rays: 8799454
----------------------------------------------------------------------------
Smallest Alloc: 9 bytes Largest: 262448
Peak memory used: 161710692 bytes
----------------------------------------------------------------------------
Time For Parse: 0 hours 3 minutes 41.0 seconds (221 seconds)
Time For Trace: 9 hours 2 minutes 1.0 seconds (32514 seconds)
Total Time: 9 hours 5 minutes 35.0 seconds (32735 seconds)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Oh... my... God.
Fantastic.
(picks up jaw from the floor)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
de news: 4090d486@news.povray.org...
> 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...
Really great!!
>
> problems, the most obvious one being the interaction between cloud
> containers and fog (I'm having a hard time isolating the problem).
How did you do at the end? ovelapping media containers are a problem I never
got rid of
Cheers
Marc
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Marc Jacquier" <jac### [at] wanadoofr> wrote in message
news:409100c9$1@news.povray.org...
> de news: 4090d486@news.povray.org...
> > problems, the most obvious one being the interaction between cloud
> > containers and fog (I'm having a hard time isolating the problem).
> How did you do at the end? ovelapping media containers are a problem I never
> got rid of
Actually, I think using (very) hight interval-values will get rid of the problem
Excellent image btw, Jaime, but let's be honest, that's to be expected from you
:)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Photograph.
Excellent.
~Steve~ ;)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
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...
Thanks. :-)
It's nice to see my idea inspiring something like this. The image looks
very good although you can't see much of the objects placed on the
surface at that size.
> [...]
>
> Of course, following with fidelity Christoph idea, the entire scene is
> randomly parametrized, so changing a few seeds results in a different
> landscape. The render time of this one is 9h, so I think that I can
> produce one landscape per week when finished.
Without radiosity 9 hours seems quite long but i assume the clouds take
most of the time. You might consider using df3 files instead of object
pattern and meshes for the objects placed on the surface.
How many parameter sets have you tried? The problem with such a scene
built with random parameters is to allow a reasonable variation (all
scenes looking more or less the same is boring, apart from the landscape
geometry my LOTW scenes suffered quite a lot from this problem). At the
same time you have to avoid certain parameter combinations resulting in
unreasonable or completely uninteresting views.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 21 Mar. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Gorgeous! Breathtaking technique results in a breathtaking scene.
Details like the fringe of foam aling the shore leave me shaking my
head. I haven't been to your site for awhile; it may be time to do that.
If you are playing with the tension between what is pristine wilderness,
and what is inhabited wilderness, then I think that one element having
an exaggerated significance is the existence, or not, of roads. Not
that I really think you need me to point that out ;)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|