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A small update.
I introduced water preference based on areal height, corrected some errors
and doubled speed by replacing eval_pigment with functions and other small
changes.
The attached images show a test with 16000 plants of 8 different types and
36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
plant types are represented by the same 4 plant meshes as in WIP1.
Norbert Kern
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Attachments:
Download 'vegetation wip2.jpg' (278 KB)
Preview of image 'vegetation wip2.jpg'
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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern
These are, as always, just incredible.
Dave
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Wow! Truly amazing. A real breakthrough in the world of vegegraphics.
My only observation is that, though the lush distribution in size and
variety among the plants themselves is flawless, there is no variation
between green and barren patches.
Stephen Klebs _(( )__
Cloud in the Sky Design (( (( )_
http://www.cloudinthesky.com ((__ ((_______)
skl### [at] verizonnet / ((________)
(845) 558-2755 / / /
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"Dave Matthews" <dav### [at] mnwestedu> wrote:
> These are, as always, just incredible.
Thank you!
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"Stephen Klebs" <skl### [at] verizonnet> wrote:
> Wow! Truly amazing. A real breakthrough in the world of vegegraphics.
>
> My only observation is that, though the lush distribution in size and
> variety among the plants themselves is flawless, there is no variation
> between green and barren patches.
Hi,
will meditate on your point
Norbert Kern
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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> A small update.
>
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
>
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern
No words !
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"Norbert Kern" <nor### [at] t-onlinede> wrote in message
news:web.44b62d56a7a9ea94c436b710@news.povray.org...
>A small update.
Great work!
~Steve~
> Norbert Kern
>
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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> A small update.
>
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
>
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern
Looking really good. How much of that 5h is parse time?
-tgq
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Highly impressive...
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you know, when watching tech-demos like that one of the CryEngine2, I
sometimes wonder why I'm still working with slow raytrace-renderers like
POV-Ray. The images rendered at, say, 30fps by Crysis are much more
realistic than what I could do in months POVSDL-coding, parsing and
tracing, at about 20hpf (hours per frame). So I sometimes even wonder
what's the point of raytracing, those games-engines seem to be much more
interesting?
but looking at an image like this, I realise games-engines still have a
very long way to go :)
and so do I :-/ :)
cu!
(oh, btw, anyone who could explain me, in simple terms, how the realtime
ambient-maps (which look to me as realtime radiosity) could be done in
crysis? :-/)
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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