POV-Ray : Newsgroups : povray.binaries.images : High Glen - take #3 (final) Server Time
26 Apr 2024 13:55:08 EDT (-0400)
  High Glen - take #3 (final) (Message 6 to 15 of 25)  
<<< Previous 5 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Cousin Ricky
Subject: Re: High Glen - take #3 (final)
Date: 10 May 2019 15:12:02
Message: <5cd5cd02$1@news.povray.org>
On 2019-05-10 2:57 AM (-4), Thomas de Groot wrote:
> Last February, I presented some early renders of this scene. It has now 
> been "finished" (my scenes are never finished).

Is this related to your Mistborn series?


Post a reply to this message

From: Ton
Subject: Re: High Glen - take #3 (final)
Date: 10 May 2019 20:35:00
Message: <web.5cd618af2ad5c3dd15b36e3c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Last February, I presented some early renders of this scene. It has now
> been "finished" (my scenes are never finished).
>
> --
> Thomas

Good atmosphere, some guard welcoming the new morning.
One day I'll finish a scene!

Cheers
Ton.


Post a reply to this message

From: Thomas de Groot
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 02:52:38
Message: <5cd67136$1@news.povray.org>
On 10-5-2019 16:27, William F Pokorny wrote:
> On 5/10/19 10:20 AM, clipka wrote:
>> Am 10.05.2019 um 15:07 schrieb William F Pokorny:
>>> Supposing the individual is using a variation of an Alphorn?
>>
>> Looks like a lur to me.
> 
> Thanks and yes more likely. The Lur is a new instrument to me.
> 
> Bill P.

It is indeed a lur.

-- 
Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 03:06:23
Message: <5cd6746f@news.povray.org>
On 10-5-2019 17:53, Norbert Kern wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Last February, I presented some early renders of this scene. It has now
>> been "finished" (my scenes are never finished).
>>
>> --
>> Thomas
> 
> 
> 
> The sky is really nice - how did you made it?
> 
> Regards,
> Norbert
> 
> 

Three elements compose the sky (and atmosphere) from base to top:
1) a ground fog, slightly tilted to fill the distant valleys more);
2) An atmospheric haze;
3) a cloud layer.

All three are made up of non-interpenetrating media. The code looks like 
this (watch out for unwanted line feeds!):

//--start code------------------------------------------
#if (Atmos)
// An atmosphere composed of a ground fog and an haze:

#local Murkiness = 1.5; //best somewhere between 0.5 and 2.9 approximately

#local GroundFog =
difference {
   sphere {<0,0,0>, 6.0}
   plane {<0,1,0>, 0.0}
   scale <1, 0.14/6, 1>
   //scale 5000
   rotate -1.5*x
}
//----------------------------------------
#if (Debug)
#declare Min = min_extent(GroundFog);
#declare Max = max_extent(GroundFog);
#debug concat("\n  min_extent GroundFog: <",vstr(3, Min, ", ", 0,3),">\n")
#debug concat("  max_extent GroundFog: <",vstr(3, Max, ", ", 0,3),">\n\n")
#end
//----------------------------------------

#local Haze =
difference {
   sphere {<0,0,0>, 6.0}
   plane {<0,1,0>, 0.0}
   scale <1, 0.15/6, 1>
   //scale 5000
   rotate -1.5*x
   translate 0.14002*y
}
//----------------------------------------
#if (Debug)
#declare Min = min_extent(Haze);
#declare Max = max_extent(Haze);
#debug concat("\n  min_extent Haze: <",vstr(3, Min, ", ", 0,3),">\n")
#debug concat("  max_extent Haze: <",vstr(3, Max, ", ", 0,3),">\n\n")
#end
//----------------------------------------

#declare Atmosphere =
union {
   object {
     GroundFog
     hollow
     pigment {rgb <1,1,1> transmit 1.0}
     interior {
       media {
         scattering {5 rgb <0.6, 0.6, 0.8>*Murkiness/5000 extinction 1.0
           eccentricity 0.01
         }
         samples 20
         density {
           spherical
           density_map {
             [0.00 rgb 0.1]
             [0.45 rgb 1.0]
             [0.50 rgb 0.1]
             [0.60 rgb 0.1]
             [0.65 rgb 0.9]
             [1.00 rgb 1.0]
           }
           scale 11
           warp {turbulence <2.0, 3.0, 2.0>}
           scale <1.0, 1.0, 2.0>
           scale 1/11
         }
       }
     }
     scale 5000
     translate <CamLoc.x, 0.0, CamLoc.z>
   }
   object {
     Haze
     hollow
     pigment {rgb <1,1,1> transmit 1.0}
     interior {
       media {
         scattering {5, rgb <1,1,1>*0.10/5000
           eccentricity 0.4
         }
         samples 20
         density {
           spherical
           density_map {
             [0.00 rgb 1.0]
             [0.90 rgb 0.0]
           }
         }
       }
     }
     scale 5000
     translate <CamLoc.x, 0.0, CamLoc.z>
   }
} //end of Atmosphere union

//----------------------------------------
#if (Debug)
#declare Min = min_extent(Atmosphere);
#declare Max = max_extent(Atmosphere);
#debug concat("\n  min_extent Atmosphere: <",vstr(3, Min, ", ", 0,3),">\n")
#debug concat("  max_extent Atmosphere: <",vstr(3, Max, ", ", 0,3),">\n\n")
#end
//----------------------------------------

Atmosphere
#end  //of Atmos

//--------------------------------------------------
#if (Clouds)
#local CloudScale = 1000*10;

#declare Density_in =
density {
	wrinkles
	frequency 4
   color_map {
     [0.30 rgb <0.00, 0.00, 0.00>]
     [0.48 rgb 0.9]
     [0.52 rgb 0.9]
     [0.70 rgb <0.00, 0.00, 0.00>]
   }
   scale 0.5
	//rotate 90*x	//when using spirals; either here or:
   scale 30
   warp {turbulence <3, 4, 2>*0.9}
   scale 1/30
	//rotate 90*x	//when using spirals; here
}

#declare Density_out =
density {
     rgb <0.00, 0.00, 0.00>
}

#declare CloudScape =
   difference {
     sphere {0, 1.0}
     sphere {0, 0.75}
     hollow
     material {
       texture {pigment {rgb 1 transmit 1.0} finish {ambient 0 diffuse 0}}
       interior {
         media {
           // (---general values---)
           intervals 1
           samples 50
           //absorption rgb <0.5, 0.5, 0.5>*0.00001/CloudScale
           scattering {1, rgb <1, 1, 1>*8.00/CloudScale}

           // (---density---)
           density {
             spherical
			  	  density_map {
			  	    [0.1 Density_out]
				      [0.9 Density_in]
				    }
				    warp {turbulence 0.3}
			  	  scale 1
           }
         }
       }
     }
   scale CloudScale
   scale <5, 1.0, 5>
	rotate -20*z
   rotate 15*y
   translate <CamLookAt.x, CamLoc.y, 0>
   }

CloudScape
#end  //of Clouds
//--end code------------------------------------------


-- 
Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 03:09:22
Message: <5cd67522@news.povray.org>
On 10-5-2019 21:12, Cousin Ricky wrote:
> On 2019-05-10 2:57 AM (-4), Thomas de Groot wrote:
>> Last February, I presented some early renders of this scene. It has 
>> now been "finished" (my scenes are never finished).
> 
> Is this related to your Mistborn series?

Wow! you have an excellent memory! ;-)
In reality, the Mistborn series has been a bit still-born I am afraid, 
in so far that I have not been able to do something really serious about 
it. But, yes, now that you mention it, I think this scene could very 
well be included into the series. Thanks for reminding me!

-- 
Thomas


Post a reply to this message

From: Thomas de Groot
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 03:12:16
Message: <5cd675d0$1@news.povray.org>
On 11-5-2019 2:34, Ton wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Last February, I presented some early renders of this scene. It has now
>> been "finished" (my scenes are never finished).
>>
>> --
>> Thomas
> 
> Good atmosphere, some guard welcoming the new morning.
> One day I'll finish a scene!
> 
> Cheers
> Ton.
> 

Thanks indeed. That is exactly the mood I wanted to convey. While 
working on the scene, I could feel (again) the chill and dampness of an 
early spring/summer day up in the mountains.

-- 
Thomas


Post a reply to this message

From: Norbert Kern
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 08:35:01
Message: <web.5cd6c16d2ad5c3dd3c1c78400@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> > The sky is really nice - how did you made it?
> >
> > Regards,
> > Norbert
> >
> >
>
> Three elements compose the sky (and atmosphere) from base to top:
> 1) a ground fog, slightly tilted to fill the distant valleys more);
> 2) An atmospheric haze;
> 3) a cloud layer.
>
> All three are made up of non-interpenetrating media. The code looks like
> this (watch out for unwanted line feeds!):
>

> --
> Thomas


This sky is slow, but gives fantastic results - surely it was hard work to get
it right.
Many thanks for it. In fact, its beauty reminds me a bit of an old Mick
Hazelgrove source (cannot find it on the server) - Kingz. Here is my last
interpretation of his sky code (of course it would need work on the bottom of
the cloud container...).


Norbert


Post a reply to this message


Attachments:
Download 'king37c.jpg' (569 KB)

Preview of image 'king37c.jpg'
king37c.jpg


 

From: Cousin Ricky
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 12:33:10
Message: <5cd6f946$1@news.povray.org>
On 2019-05-11 3:09 AM (-4), Thomas de Groot wrote:
> 
> Wow! you have an excellent memory! ;-)

Not so much excellent as unevenly distributed.  People tell me I'd make 
an excellent Jeopardy! contestant.  (Jeopardy! is an American game show 
dealing with knowledge trivia.)  But when it comes to things that matter 
in real life, I have lifelong CRS (and now I'm at that age when I don't 
know if it's CRS or "senior moments").


Post a reply to this message

From: Jörg "Yadgar" Bleimann
Subject: Re: High Glen - take #3 (final)
Date: 11 May 2019 18:36:19
Message: <5cd74e63$1@news.povray.org>
Hi(gh)!

On 11.05.19 08:52, Thomas de Groot wrote:

> It is indeed a lur.

...oh, and he's got long red hair! Lovely, a true Celt! What's his name?

See you in Khyberspace!

Yadgar

Now playing: Since The Last Goodbye (The Alan Parsons Project)


Post a reply to this message

From: Thomas de Groot
Subject: Re: High Glen - take #3 (final)
Date: 12 May 2019 02:44:00
Message: <5cd7c0b0$1@news.povray.org>
On 11-5-2019 14:34, Norbert Kern wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>>> The sky is really nice - how did you made it?
>>>
>>> Regards,
>>> Norbert
>>>
>>>
>>
>> Three elements compose the sky (and atmosphere) from base to top:
>> 1) a ground fog, slightly tilted to fill the distant valleys more);
>> 2) An atmospheric haze;
>> 3) a cloud layer.
>>
>> All three are made up of non-interpenetrating media. The code looks like
>> this (watch out for unwanted line feeds!):
>>
> 
>> --
>> Thomas
> 
> 
> This sky is slow, but gives fantastic results - surely it was hard work to get
> it right.
> Many thanks for it. In fact, its beauty reminds me a bit of an old Mick
> Hazelgrove source (cannot find it on the server) - Kingz. Here is my last
> interpretation of his sky code (of course it would need work on the bottom of
> the cloud container...).
> 

The speed is acceptable I guess. I have used other media skies which 
were much slower, Abe's for instance. Mick's clouds code is truly great 
indeed. I have used it a couple of times for dramatic effects. I should 
revisit it...

-- 
Thomas


Post a reply to this message

<<< Previous 5 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.