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From: Thomas de Groot
Subject: Journey to an Unknown region [ wip 3]
Date: 19 Dec 2009 10:39:23
Message: <4b2cf3ab@news.povray.org>
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Latest wip here with more heavily transformed rocks (1 mesh2 object), an
eagle, a media in the middleground. Total render time about 14.5 hours
altogether.
Thomas
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Attachments:
Download 'Journey to an Unknown Region_06.jpg' (206 KB)
Preview of image 'Journey to an Unknown Region_06.jpg'
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The rocks look great! And the media addition is a nice touch, too. Something I
didn't mention before: I really like the ice-like glints on the snow, as if it's
slightly frozen over.
The texture or pigment on the closer, steeper mountain sides still doesn't look
quite right to my eye--something about those little gray(?) speckles. Or perhaps
the surface detail there is still too smooth.
Ken
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Kenneth wrote:
> The rocks look great! And the media addition is a nice touch, too. Something I
> didn't mention before: I really like the ice-like glints on the snow, as if it's
> slightly frozen over.
>
> The texture or pigment on the closer, steeper mountain sides still doesn't look
> quite right to my eye--something about those little gray(?) speckles. Or perhaps
> the surface detail there is still too smooth.
>
> Ken
>
>
>
Seconded. Mysterious and surprising as nature can be, that glass-like
sheer face in the foreground just doesn't carry. Especially with all
the evidence of freeze-melt cycle around it. It is the only element in
the picture I don't find believable.
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"Kenneth" <kdw### [at] earthlinknet> schreef in bericht
news:web.4b2e3b80242e0a9065f302820@news.povray.org...
> The rocks look great! And the media addition is a nice touch, too.
> Something I
> didn't mention before: I really like the ice-like glints on the snow, as
> if it's
> slightly frozen over.
>
> The texture or pigment on the closer, steeper mountain sides still doesn't
> look
> quite right to my eye--something about those little gray(?) speckles. Or
> perhaps
> the surface detail there is still too smooth.
>
To Ken and Jim, Thanks a lot indeed.
I agree about the rockface in the foreground. It is frustratingly not coming
out as I want it to be. The reason is of course that the height_field is too
smooth at that distance/angle, which cannot be entirely compensated by a
texture. What I need to do is follow Robert McGregor's tip about adding
irregularities to the mountain in the foreground. I can also scale them down
with distance and making them merge with the rocks.
The snow/ice is all to be credited to a nice snow texture by Gail Shaw, she
presented here a couple of years ago:
//snow texture by Gail Shaw:
#declare T_Snow_close=
texture {
pigment {rgb <0.95,0.95,1>}
finish {
ambient 0.0
diffuse 1.0
reflection {0,0.2}
specular 0.6 roughness 0.008
}
normal {granite 0.1 scale 0.01}
}
For the snow in the distance, I simply commented out the normal.
Thomas
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> I agree about the rockface in the foreground. It is frustratingly not coming
> out as I want it to be. The reason is of course that the height_field is too
> smooth at that distance/angle, which cannot be entirely compensated by a
> texture.
Another, more radical idea might be to make that foreground mountain a separate
height_field, with its own (finer) detail. Of course, visually blending that one
into your main HF could be a tricky (if not impossible) chore.
Another idea: Perhaps apply an image_map overlay of some kind--one with finer
'detail' so to speak-- to the nearer mountain slope, to give it some visual
variation.
As you can probably tell, I have no problem 'cheating' the structural make-up of
a scene, if I can make it look the way I want.
Ken
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"Kenneth" <kdw### [at] earthlinknet> schreef in bericht
news:web.4b2f8289242e0a9065f302820@news.povray.org...
> Another, more radical idea might be to make that foreground mountain a
> separate
> height_field, with its own (finer) detail. Of course, visually blending
> that one
> into your main HF could be a tricky (if not impossible) chore.
>
> Another idea: Perhaps apply an image_map overlay of some kind--one with
> finer
> 'detail' so to speak-- to the nearer mountain slope, to give it some
> visual
> variation.
>
> As you can probably tell, I have no problem 'cheating' the structural
> make-up of
> a scene, if I can make it look the way I want.
Your two ideas are interesting to pursue further. The first would be
difficult to get really right, but I shall nevertheless give it a thought.
The second one could be simpler to do. I have to dig into my images (or make
one; or look for one) that would be appropriate. I could also use Jaime's
proceduralize macro to blend it better with the scene...
Thanks for the suggestions, Ken. You have put in motion a couple of
interesting challenges :)
Thomas
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From: Christian Froeschlin
Subject: Re: Journey to an Unknown region [ wip 3]
Date: 21 Dec 2009 17:18:29
Message: <4b2ff435@news.povray.org>
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Thomas de Groot wrote:
> Your two ideas are interesting to pursue further. The first would be
> difficult to get really right, but I shall nevertheless give it a thought.
I just played a bit with adding sub-height_fields
on top of a main height_field and came up with this:
// *** SUB_HF *** Add detail to part of another height_field
//
// F_BASE: Function describing the main height field
// F_SUB: Structure of the overlaid subfield.
// F_MERGE: Function for merging the seams. This should be smooth
// and evaluate to 0 on the border of the unit square.
// SUB_SCALE: Strength of overlaid substructure for convenience
// SUB_?_???: Rectangle specifying the portion of the main field.
#macro SUB_HF(F_BASE,F_SUB,F_MERGE,SUB_SCALE,
SUB_X_MIN,SUB_X_MAX,SUB_Z_MIN,SUB_Z_MAX)
#local sub_x_min = SUB_X_MIN;
#local sub_x_max = SUB_X_MAX;
#local sub_z_min = 1-SUB_Z_MIN;
#local sub_z_max = 1-SUB_Z_MAX;
#local sub_x_ext = sub_x_max - sub_x_min;
#local sub_z_ext = sub_z_max - sub_z_min;
height_field
{
function 512, 512
{
0.5*f1(sub_x_min + x*sub_x_ext,sub_z_min+y*sub_z_ext) +
0.5*SUB_SCALE*f_merge(x,y) * f2(x,y)
}
scale <sub_x_ext,2,sub_z_ext>
translate <sub_x_min,0.001,1-sub_z_max>
}
#end
Sample usage:
#declare f1 = function(x,z) {f_bozo(x*10,0,z*10)};
#declare f2 = function(x,z) {f_bozo(x*50,0,z*50)};
#declare f_merge = function(x,z){f_spherical(2*(x-0.5),0,2*(z-0.5))};
union
{
height_field {function 512, 512 {f1(x,y)}}
object {SUB_HF(f1,f2,f_merge,0.3,0.6,0.7,0.1,0.3) pigment {color Red}}
object {SUB_HF(f1,f2,f_merge,0.2,0.2,0.3,0.6,0.8) pigment {color
Red}}
scale 0.5 * y
pigment {color White}
}
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Thanks Christian, I have to play with this a while to see if it works...
Thomas
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Journey to an Unknown region [ wip 3]
Date: 27 Dec 2009 15:23:20
Message: <4b37c238@news.povray.org>
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High!
Thomas de Groot wrote:
> Latest wip here with more heavily transformed rocks (1 mesh2 object), an
> eagle,
Could it be Gwaihir carrying Gandalf above Mt. Caradhras? Sorry, but I'm
somewhat "Tolkienized" at the moment...
See you in Khyberspace!
Yadgar
Now playing: Sad Songs (Elton John)
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From: Sven Littkowski
Subject: Re: Journey to an Unknown region [ wip 3]
Date: 16 Jan 2010 20:59:56
Message: <4b526f1c@news.povray.org>
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Wow! You heard me, even before i finished to write... Even before i started
to think... ;-)
Sven
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