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From: Ive
Subject: [WIP] The Blue Flower
Date: 24 Apr 2009 05:29:07
Message: <49f18663@news.povray.org>
I've never made a serious attempt on doing an outdoor scene so here is 
my first try.

I'm no botanist but I did some research on what kind of trees could have 
grown together in a mixed leaf forest on European hills during the 18th 
century so we have here 'Sycamore Maple', 'European Beech', 'English 
Oak', 'Red Oak' and 'Horse Chestnut'. Some of them where already in the 
standard XFrog library and I did create the missing ones with XFrog - 
which is in fact quite easy when you have some good reference photos.
All the leaves where 'painted' in autumn colors within Photoshop.

There are also a few thousand dead leaves on the ground, not just 
randomly distributed but with respect to the corresponding tree position 
but sadly this is almost not visible due all the fog, shadows, ferns and 
shrubs.

As almost every POVer I did create my own grass macro.
As a side note: my first quite naive version of using single grass 
blades and distributing them over the landscape didn't work out because 
this did quickly require more than 2GB of memory. I guess because each 
blade-mesh itself is instantiated but still requires its own 
transformation to be be stored. So I made a macro for creating an 
irregular grass patch and distributed those patches - and memory usage 
dropped to 100MB for the same amount of blades.

The ruin is made of spline based isosurfaces and the gravestones are 
also isosurfaces. Both made with the help of Christoph Hormann's 
excellent IsoCSG includes.

I'm currently quite unhappy with the distribution of the shrubs and 
bushes. I'll have to find some better 'rules' to pseudo-random 
distribute them.
And the overall look of the woods is too clean, what I have in mind is 
an ancient forest - so there is still a lot of research and work to do.

anyway, comments and recommendations are very welcome, especially since 
I spend almost my entire live within cities...

-Ive


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From: Bill Pragnell
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 05:45:00
Message: <web.49f189a958b571d46dd25f0b0@news.povray.org>
That grass is beautiful, really believable. I've never seen such good clumpy cg
grass before. I look forward to further instalments...

:-)


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From: Jaime Vives Piqueres
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 05:47:04
Message: <49f18a98@news.povray.org>

> I've never made a serious attempt on doing an outdoor scene so here is my
> first try.

  Looking very good so far... specially the grass. The isosurfaces work is
also very good, but the ruins seems too uniform, as missing some hint at the
building stones/bricks. The only other thing that pops out clearly as CG is
the trunk textures of the trees next to the ruins. But overall, this is very 
promising!

--
Jaime


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From: Thomas de Groot
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 10:32:40
Message: <49f1cd88@news.povray.org>
"Ive" <"ive### [at] lilysoftorg"> schreef in bericht 
news:49f18663@news.povray.org...
> I've never made a serious attempt on doing an outdoor scene so here is
> my first try.
>
 For a first try, this is really excellent. The grass in particular is one 
of the best I have seen.

Personally, I find the tree trunks too smooth and would like to see a bit of 
rough bark. Also, the two dead trees, on both sides of the ruin, are a bit 
overdone, imo. Only one dead tree should be much more natural looking in 
this context. I would choose the right one, and replace the left one by a 
major bush.

Like Jaime, I would like to see some stone structure in the wall.

The raven on the cross is very appropriate, although maybe a bit of a 


Thomas


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From: Mr  Art
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 14:32:35
Message: <49f205c3$1@news.povray.org>
Just a question: Why is it called "The Blue Flower"? Is there some 
reference that I am missing?


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From: Jim Charter
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 15:59:18
Message: <49f21a16$1@news.povray.org>
Techically stunning, especially the lush grass matted with debris, the 
accuracy of the tree species, even the sky.
Thematically I feel like the thought is there, the elements are orbiting 
around but haven't come together quite yet. Compositionally, the 
symmetry, with the ruin right in the center, perhaps calls for something 
more pared down and stark, or else the lushness wants for less symmetry? 
  The ruin, feels not quite right, something so destroyed, yet still 
maintaining crucial details of wrought iron and archway.
That it is not overgrown in such a lush setting, and the flanking dead 
trees are the tipoff to what you are aiming to say off course, but I 
just don't quite feel that it has jelled into a total statement.

The strange coincedence of events around the cross with raven, for 
instance, leaving the tree behind seem to float.


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From: Reactor
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 17:40:00
Message: <web.49f2308258b571d4e126a2d90@news.povray.org>
Ive <"ive### [at] lilysoftorg"> wrote:
> I've never made a serious attempt on doing an outdoor scene so here is
> my first try.


It looks really good!  Others have already mentioned the stonework not having
individual pieces, but I do have one other nitpick.  Without really knowing
anything concrete about the size and type of building, it still seems odd that
the hills and trees are so close in front of or behind the remaining wall.  I
also think the fog should probably be scattering media, because it seems to
have a hazy sort of glow in the shadowed areas.

Anyway, you've done a very good job in my opinion.


-Reactor


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From: Alain
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 18:11:49
Message: <49f23925@news.povray.org>
Ive nous illumina en ce 2009-04-24 05:28 -->
> I've never made a serious attempt on doing an outdoor scene so here is 
> my first try.
> 
> I'm no botanist but I did some research on what kind of trees could have 
> grown together in a mixed leaf forest on European hills during the 18th 
> century so we have here 'Sycamore Maple', 'European Beech', 'English 
> Oak', 'Red Oak' and 'Horse Chestnut'. Some of them where already in the 
> standard XFrog library and I did create the missing ones with XFrog - 
> which is in fact quite easy when you have some good reference photos.
> All the leaves where 'painted' in autumn colors within Photoshop.
> 
> There are also a few thousand dead leaves on the ground, not just 
> randomly distributed but with respect to the corresponding tree position 
> but sadly this is almost not visible due all the fog, shadows, ferns and 
> shrubs.
> 
> As almost every POVer I did create my own grass macro.
> As a side note: my first quite naive version of using single grass 
> blades and distributing them over the landscape didn't work out because 
> this did quickly require more than 2GB of memory. I guess because each 
> blade-mesh itself is instantiated but still requires its own 
> transformation to be be stored. So I made a macro for creating an 
> irregular grass patch and distributed those patches - and memory usage 
> dropped to 100MB for the same amount of blades.
> 
> The ruin is made of spline based isosurfaces and the gravestones are 
> also isosurfaces. Both made with the help of Christoph Hormann's 
> excellent IsoCSG includes.
> 
> I'm currently quite unhappy with the distribution of the shrubs and 
> bushes. I'll have to find some better 'rules' to pseudo-random 
> distribute them.
> And the overall look of the woods is too clean, what I have in mind is 
> an ancient forest - so there is still a lot of research and work to do.
> 
> anyway, comments and recommendations are very welcome, especially since 
> I spend almost my entire live within cities...
> 
> -Ive
> 
> 
> ------------------------------------------------------------------------
> 
Very good grass!
I agree with you about the place been to clean.

Let see... An old forest should have dead branches, and some boulders and 
smaller rocks. Some more bushes and undergrowth would also seem appropriate.
The two bare trees don't need to be dead trees, just trees that loose ther 
leaves faster. But they look to symetrical to the ruin. just displacing one a 
bit should do the job.
I'd also slightly reorient the camera somewhat to the left.
As ther is a ruin, there shold also be some broken stone blocks, and some almost 
intact but partialy buried.
Tree bark tend to get rougher near the base of the tree, but some trees tend to 
keep some smoothness for a very long time. Maples and oaks tend to have very 
rough bark, with vertical grooves that can get to be an inch deep and sometimes 
more.

Where is the blue flower?

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you look at waterfalls, dust, 
rain, snow, etc, and think: "If only I had a fractalized, vector based 
particle-system modeler with collision detection!"


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From: Cousin Ricky
Subject: Re: [WIP] The Blue Flower
Date: 24 Apr 2009 23:45:00
Message: <web.49f286a358b571d478641e0c0@news.povray.org>
"Reactor" <rea### [at] hotmailcom> wrote:
>   Without really knowing
> anything concrete about the size and type of building, it still seems odd that
> the hills and trees are so close in front of or behind the remaining wall.

That's actually quite common where I live.

One of my junior high classrooms used the bedrock of the abutting hill as one of
its walls!


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From: Stephen
Subject: Re: [WIP] The Blue Flower
Date: 25 Apr 2009 04:06:58
Message: <fvg5v410bp4k4mqkfpin7pdsmfisvttnsh@4ax.com>
On Fri, 24 Apr 2009 11:28:19 +0200, Ive <"ive### [at] lilysoftorg"> wrote:

>anyway, comments and recommendations are very welcome, especially since 
>I spend almost my entire live within cities...

Nice but you can't just say "As almost every POVer I did create my own grass
macro." and leave it like that ;)

The mist looks fine to me and not over done

Is the title "The Blue Flower" a symbolic reference to romanticism? If so it
fits.
Quoth the raven, "Nevermore".
-- 

Regards
     Stephen


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