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From: Jaime Vives Piqueres
Subject: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 06:21:48
Message: <42147e4c@news.povray.org>
I found a sort of "gold mine" with displacement warps on MegaPOV. Here I
used a wrinkles pattern as base, displaced with a "sandwich" of several
other patterns:

#declare fh=rand(r_terrf)*1000;
#local fn_Form=
    function {
       pattern{
         wrinkles scale 10
         warp {
          displace {
           gradient y
           pigment_map{
            [0.0 granite
                 scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
                 rotate 360*rand(r_terrf)]
            [0.2 bumps
                 scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
                 rotate 360*rand(r_terrf)]
            [0.4 crackle
                 scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
                 rotate 360*rand(r_terrf)]
            [0.6 dents
                 scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
                 rotate 360*rand(r_terrf)]
            [0.8 leopard
                 scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>

                 rotate 360*rand(r_terrf)]
            [1.0 granite
                 scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
                 rotate 360*rand(r_terrf)]
           }
           warp{turbulence Terrain_Turb}
           scale <10,2.5,10>
           rotate 360*rand(r_terrf)
          }
         }
       }
    }

#local fn_Terrain=
    function {
      y
      - fn_Form(x, fh, z)*Terrain_Height
      - fn_Form(x*10, y*10, z*10)*Terrain_Height*.05
      - fn_Form(x*100, y*100, z*100)*Terrain_Height*.005
    }

//----------------------------------------------------------

Peak memory used:          18647911 bytes
Total Scene Processing Times
     Parse Time:    0 hours  0 minutes  3 seconds (3 seconds)
     Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
     Cloth Time:    0 hours  0 minutes  0 seconds (0 seconds)
     Mechsim Time:  0 hours  0 minutes  0 seconds (0 seconds)
     Render Time:   4 hours 37 minutes 50 seconds (16670 seconds)
     Postpr. Time:  0 hours  0 minutes  0 seconds (0 seconds)
     Total Time:    4 hours 37 minutes 53 seconds (16673 seconds)


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From: Marc Jacquier
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 08:32:11
Message: <42149cdb$1@news.povray.org>

de news:42147e4c@news.povray.org...
> I found a sort of "gold mine" with displacement warps on MegaPOV. Here I
> used a wrinkles pattern as base, displaced with a "sandwich" of several
> other patterns:
>
Wow yes excellent and rich vein!
I'll have a close look to your code ASAP

Congrats for your 2nd POVComp place :)

Marc


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From: Jim Charter
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 08:35:19
Message: <42149d97$1@news.povray.org>
Jaime Vives Piqueres wrote:
> I found a sort of "gold mine" with displacement warps on MegaPOV. 

Yes!  Me too, coincidently.  Though I think rugged landscapes are a more 
satisfying application than Boli mud. LOL! But I really was trying to 
find ways to vary scale within a texture.  Like on crocodile skin,...or 
leather ;)


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From: Ross
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 10:38:08
Message: <4214ba60$1@news.povray.org>
wow, the formation of the land is great. very believable. the render quality
however... look svery grainy and washed out.

seriously, it's hard to believe that the terrain wasn't meticulously carved
by the old guy in Hitchhikers Guide to the Galaxy who created the coastlines
of earth. amazing work.


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From: Dave Matthews
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 15:45:01
Message: <web.4215016df56fa8228c7259570@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> I found a sort of "gold mine" with displacement warps on MegaPOV. Here I
> used a wrinkles pattern as base, displaced with a "sandwich" of several
> other patterns:
>
> #declare fh=rand(r_terrf)*1000;
> #local fn_Form=
>     function {
>        pattern{
>          wrinkles scale 10
>          warp {
>           displace {
>            gradient y
>            pigment_map{
>             [0.0 granite
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.2 bumps
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.4 crackle
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.6 dents
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>             [0.8 leopard
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>
>                  rotate 360*rand(r_terrf)]
>             [1.0 granite
>                  scale <3*rand(r_terrf),3*rand(r_terrf),3*rand(r_terrf)>
>                  rotate 360*rand(r_terrf)]
>            }
>            warp{turbulence Terrain_Turb}
>            scale <10,2.5,10>
>            rotate 360*rand(r_terrf)
>           }
>          }
>        }
>     }
>
> #local fn_Terrain=
>     function {
>       y
>       - fn_Form(x, fh, z)*Terrain_Height
>       - fn_Form(x*10, y*10, z*10)*Terrain_Height*.05
>       - fn_Form(x*100, y*100, z*100)*Terrain_Height*.005
>     }
>
> //----------------------------------------------------------
>
> Peak memory used:          18647911 bytes
> Total Scene Processing Times
>      Parse Time:    0 hours  0 minutes  3 seconds (3 seconds)
>      Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
>      Cloth Time:    0 hours  0 minutes  0 seconds (0 seconds)
>      Mechsim Time:  0 hours  0 minutes  0 seconds (0 seconds)
>      Render Time:   4 hours 37 minutes 50 seconds (16670 seconds)
>      Postpr. Time:  0 hours  0 minutes  0 seconds (0 seconds)
>      Total Time:    4 hours 37 minutes 53 seconds (16673 seconds)

These (displacement warp landscapes) are just phenomenal.  I hope I get some
time in the next few months to
sit down and puzzle out what's going on and why it works so well (I mean,
besides the fact that your stuff is always great and you really know what
you're doing.)

Dave Matthews


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From: Mick Hazelgrove
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 15:50:52
Message: <421503ac@news.povray.org>
Damn it that's a great limestone landscape! thanks for sharing.

Mick


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From: Stefan Viljoen
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 16:23:05
Message: <42150b39@news.povray.org>
The right honourable Jaime Vives Piqueres spake:

> I found a sort of "gold mine" with displacement warps on MegaPOV. Here I
> used a wrinkles pattern as base, displaced with a "sandwich" of several
> other patterns:

Every time I feel I've done something cool in Povray Jaime comes along and I
see just how far I still have to go... :)

FABOULOUSICTY!

Looks almost exactly like a photo I took on my last vacation.

gahhh.... (open mouth, drooling)

-- 
---
Stefan Viljoen
Software Support Technician
Polar Design Solutions


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From: Shay
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 16:39:07
Message: <42150efb$1@news.povray.org>
Jaime Vives Piqueres wrote:

very convincing.
-Shay


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From: Larry Hudson
Subject: Re: More landscaping with displace warps [165KB]
Date: 17 Feb 2005 20:32:09
Message: <42154599@news.povray.org>
Ross wrote:
> by the old guy in Hitchhikers Guide to the Galaxy who created the coastlines
> of earth.

His name was Slartibartfast.  ;-)


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From: Marc Jacquier
Subject: Re: More landscaping with displace warps [165KB]
Date: 18 Feb 2005 01:45:40
Message: <42158f14@news.povray.org>

news:42154599@news.povray.org...
> Ross wrote:
> > by the old guy in Hitchhikers Guide to the Galaxy who created the
coastlines
> > of earth.
>
> His name was Slartibartfast.  ;-)
You can check his name and portrait in a glacier in Norway.

Marc (checking his towel)


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