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I think the water is good enough like this :)
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
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Attachments:
Download 'ls-b.jpg' (77 KB)
Preview of image 'ls-b.jpg'
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Zeger Knaepen wrote:
> I think the water is good enough like this :)
This is getting really nice. I like the "prehistoric" look, like Ross
said. The water is perhaps a bit too blue, not being open sea.
--
Jaime
P.S.: That informal "LOTW competition" is getting very interesting! :)
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"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:40c0c63b@news.povray.org...
> Zeger Knaepen wrote:
> > I think the water is good enough like this :)
>
> This is getting really nice.
tnx :)
> I like the "prehistoric" look, like Ross
> said.
hmm, that can be good, but prehistoric is not exactly what I had in mind :-/
Can you tell me what it is that makes it look prehistoric?
> The water is perhaps a bit too blue, not being open sea.
yep, I noticed that too, after seeing the image again :) I'll work on that some
more
> --
> Jaime
>
> P.S.: That informal "LOTW competition" is getting very interesting! :)
and fun :)
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
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"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in message
news:40c0d1e3@news.povray.org...
> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
> news:40c0c63b@news.povray.org...
> > The water is perhaps a bit too blue, not being open sea.
>
> yep, I noticed that too, after seeing the image again :) I'll work on
that some
> more
>
On the other hand, water with a high copper content can be quite blue.
http://www.worldstart.com/wallpaperjpg/1ws-%20Lake%20Superior%20Overlook.jpg
(Lake Superior)
--
Jeremy
www.beantoad.com
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Zeger Knaepen wrote:
> I think the water is good enough like this :)
I really like the (slightly clearer/bluer than life) water.
The landscape is so good, it really makes the media sampling of the
clouds near the horizon stand out.
What do people find the best way to avoid that? Break up the sky
into lots of smaller media containers around each cloud? Some cool
new MegaPov feature?
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"Ron Mayer" <rm_### [at] cheapcomplexdevicescom> wrote in message
news:40c0ee31$1@news.povray.org...
> Zeger Knaepen wrote:
> > I think the water is good enough like this :)
>
> I really like the (slightly clearer/bluer than life) water.
>
> The landscape is so good, it really makes the media sampling of the
> clouds near the horizon stand out.
>
> What do people find the best way to avoid that? Break up the sky
> into lots of smaller media containers around each cloud? Some cool
> new MegaPov feature?
tnx, but no media was used for the clouds :)
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
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Zeger Knaepen wrote:
>
> tnx, but no media was used for the clouds :)
>
Ah cool. Then I think I can see discontinuities in your cloud layer
objects. I'm sure you're way better at this than I am, but if that
is the case, would making the objects fade to something transparent
make then blend in more?
[next you'll tell me the clouds are just a single plane and I'll look
silly again]
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Ron Mayer wrote:
| The landscape is so good, it really makes the media sampling of the
| clouds near the horizon stand out.
|
| What do people find the best way to avoid that? Break up the sky
| into lots of smaller media containers around each cloud? Some cool
| new MegaPov feature?
Some cool *old* MegaPov feature :) In MegaPov 0.7, there is
the sample_spacing keyword which can increase the number of samples
taken depending on the distance the light travels in the media. The
result is a fast media where it can and a slow media where it must,
with near constant quality.
The other solution is as you said to break up the sky into
several objects, or to add transparent planes to force povray to take
more samples. Both those solution will require increasing the
max_trace_level, which could have big consequences if you have complex
glass objects in your scene...
Of course, those methods only work with media based clouds :)
- --
******************************
* Jerome M. Berger *
* mailto:jbe### [at] ifrancecom *
* http://jeberger.free.fr/ *
******************************
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Version: GnuPG v1.2.2 (GNU/Linux)
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iD8DBQFAwYsVqIYJdJhyixIRApK7AJ9n6U26XVJq0t3T2ENZKoWd8whq1QCfQHXq
2mRRf5h2j7nW0EXn8Qg4/6E=
=o1ej
-----END PGP SIGNATURE-----
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Zeger Knaepen wrote:
> I think the water is good enough like this :)
Yes, better water than the previous post, but I liked the land on that one
better, more striking
--
Rick
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Most impressive.
It looks computer generated, but it still looks pretty dam smart.
The shadows on the rocks to the right look... wrong. Maybe the edges are
too smooth or something, I'm not sure... it's about the only thing that
looks "wrong" about the image.
Other than that... the colouring of the rocks and the grass all seem a
bit too uniform. That's my only real critisism. The water is wonderful.
It has a really 3-dimensional impression of depth - I like it a lot.
I know I haven't been following this thread at all, but... how did you
do all this?
Nice work.
Andrew @ home.
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