POV-Ray : Newsgroups : povray.binaries.images : Semi-random landscape revisited Server Time
26 Dec 2024 01:27:21 EST (-0500)
  Semi-random landscape revisited (Message 1 to 3 of 3)  
From: Thomas de Groot
Subject: Semi-random landscape revisited
Date: 21 Jun 2018 04:02:34
Message: <5b2b5b9a@news.povray.org>
By chance, I rediscovered Cedeaq's code from back in 2010. It was an 
answer to a query by Patrick Elliott 
(http://news.povray.org/povray.general/thread/%3C4ca93948%40news.povray.org%3E/?ttop=371487&toff=200&mtop=351355).

I didn't change the principle but corrected a few minor issues, added my 
own stuff, and streamlined the landscape parameters. The result is 
(still) a fast and interesting landscape generator.

Please find the code in p.b.scene-files for your amusement and play.

-- 
Thomas


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Preview of image 'cedeaq_semi-random landscape.png'
cedeaq_semi-random landscape.png


 

From: Jörg "Yadgar" Bleimann
Subject: Re: Semi-random landscape revisited
Date: 21 Jun 2018 21:29:49
Message: <5b2c510d@news.povray.org>
Hi(gh)!

On 21.06.2018 10:02, Thomas de Groot wrote:
> By chance, I rediscovered Cedeaq's code from back in 2010. It was an 
> answer to a query by Patrick Elliott 
>
(http://news.povray.org/povray.general/thread/%3C4ca93948%40news.povray.org%3E/?ttop=371487&toff=200&mtop=351355).

> 
> 
> I didn't change the principle but corrected a few minor issues, added my 
> own stuff, and streamlined the landscape parameters. The result is 
> (still) a fast and interesting landscape generator.
> 
> Please find the code in p.b.scene-files for your amusement and play.
> 

Here we go... first, I made a physical map of your landscape. In the 
coming days, I will experiment with your parameters, try out new 
functions... and perhaps I'll find out how to create realistic mountain 
ranges, wider plains and monotonously descending valley!

I posted the modified code in p.b.s-f!

See you in Khyberspace!

Yadgar


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Attachments:
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landscape.png


 

From: Thomas de Groot
Subject: Re: Semi-random landscape revisited
Date: 22 Jun 2018 02:39:41
Message: <5b2c99ad$1@news.povray.org>
On 22-6-2018 3:29, Jörg "Yadgar" Bleimann wrote:
> Hi(gh)!
> 
> On 21.06.2018 10:02, Thomas de Groot wrote:
>> By chance, I rediscovered Cedeaq's code from back in 2010. It was an 
>> answer to a query by Patrick Elliott 
>>
(http://news.povray.org/povray.general/thread/%3C4ca93948%40news.povray.org%3E/?ttop=371487&toff=200&mtop=351355).

>>
>>
>> I didn't change the principle but corrected a few minor issues, added 
>> my own stuff, and streamlined the landscape parameters. The result is 
>> (still) a fast and interesting landscape generator.
>>
>> Please find the code in p.b.scene-files for your amusement and play.
>>
> 
> Here we go... first, I made a physical map of your landscape. In the 
> coming days, I will experiment with your parameters, try out new 
> functions... and perhaps I'll find out how to create realistic mountain 
> ranges, wider plains and monotonously descending valley!
> 
> I posted the modified code in p.b.s-f!
> 
> See you in Khyberspace!
> 
> Yadgar

Great! The possibilities are endless of course and your map addition is 
an interesting idea. Realistic mountain ranges can be obtained using the 
f_hetero_mf function for instance. Before you know it, you will end up 
with a monstrous amount of code generating magnificent landscapes at a 
crawl. ;-) Been there done that: It happened to me in the past with my 
Geomorph isosurface macros...

However, that is the fun of it isn't it?

-- 
Thomas


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