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Op 29/09/2020 om 00:47 schreef Ton:
> Extremely nice picture! Good atmosphere.
> Once again, well done Thomas.
>
> Cheers
> Ton.
>
>
My sincere thanks, Ton!
--
Thomas
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Op 29/09/2020 om 00:52 schreef Bald Eagle:
> This came out well - the perspective / viewpoint works very well.
>
> It looks very different between my 2 monitors. I'm not sure how to
> independently change the screen colors/gamma on my laptop but leave the
> auxiliary monitor as it is.
Not sure what may cause this. I am not using exotic gamma settings (1.0)
nor colours (mostly srgb).
>
> Most noticeable to me was the wood railing - the colors, the texture/normals,
> and the algae growth (probably because it's in the foreground).
And just an image_map and normal_map :-)
> As others have mentioned, the landscape and clouds are very well done.
> The rusted bars are excellent - that texture must have taken quite some time to
> develop. (But perhaps they should not all appear to bent exactly the same).
The metallic texture is by Explo Eristotle (many years ago) and one of
the best rusty textures I know of. I was waiting for a comment about the
bars ;-) Fact is that the railing is built in Silo using instances, so
they look identical. Your comment is to the point and I should do
something about it.
>
> The moss on the stone at the base of the railing is --- odd? Unnatural?
> Perhaps also add a bit of space around the post bases (larger hole, shadow) and
> a bit of extra growth and rot where the water collects.
That part definitely needs some more work.
>
> The castle looks very clean. And perhaps add just a bit of texturing to the
> little red roofs in the distance. Maybe some bugs? a bird? a farm cart?
Right. More to do... Not too sure about the additions. I intentionally
left them out.
>
> And really - those clouds are fan-tastic.
>
> Good work, Thomas. I'm glad to see some rendered fruits of people's effort
> still being posted :)
>
We have to keep up the tradition of our POV-Ray fathers, haven't we? ;-)
But seriously, I certainly would like to see more of these fruits on the
POV-Ray market, like in the old days.
--
Thomas
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Really nice - I love the clouds in particular. :)
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
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On 2020-09-29 4:52 AM (-4), Thomas de Groot wrote:
> Op 28/09/2020 om 19:52 schreef Kenneth:
>> Cousin Ricky <ric### [at] yahoo com> wrote:
>>
>>>
>>> is often no tree trunk shadow, probably due to them being narrower than
>>> a pixel, and this makes the shadows seem disconnected from the trees.
>>
>> Well... I was wrong-- the shadows do line up. My apologies, Thomas! My
>> eyes seem
>> to be working better today ;-) Yes, what threw me off were the missing
>> (i.e.,
>> too thin) tree trunks in the tree shadows, and not seeing where the
>> actual tree
>> trunks meet the ground.
>>
>
> I was in doubt about the trees because of their trunks. I may use others
> instead.
Have you tried using +AM3? I'm thinking that stochastic sampling may
hit areas that are missed by the more "orderly" methods.
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Thomas de Groot <tho### [at] degroot org> wrote:
> Basically, the checkered fields are superimposed as a slope texture,
> taking into account a b&w diamond pattern image_map. In the original,
> the pattern was straight but I thought it would be more convincing if
> that were changed to a more wavy pattern.
It's very effective. Looking closely, one can see the checker-like pattern, but
the wider view is quite natural. I've used a similar technique in the past for
placing objects - using a version of a texture specifically designed for
filtering a random field of items.
My previous attempt at field boundaries was a random point graph, which
unfortunately required an external program - both for speed and sanity, since
SDL is quite unsuited to that sort of thing. I never got as far as making the
actual field colours, just the boundary walls (see attached). Sadly, as with so
many projects, real life distracted me in some way and it fell by the wayside...
Bill
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Attachments:
Download 'fields.jpg' (121 KB)
Preview of image 'fields.jpg'
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Op 29/09/2020 om 20:41 schreef Cousin Ricky:
>> I was in doubt about the trees because of their trunks. I may use
>> others instead.
>
> hit areas that are missed by the more "orderly" methods.
It was on my todo list and I shall certainly use it. In de meantime I
have just broadened the trunks and they are now more visible.
--
Thomas
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Op 29/09/2020 om 23:18 schreef Bill Pragnell:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> Basically, the checkered fields are superimposed as a slope texture,
>> taking into account a b&w diamond pattern image_map. In the original,
>> the pattern was straight but I thought it would be more convincing if
>> that were changed to a more wavy pattern.
>
> It's very effective. Looking closely, one can see the checker-like pattern, but
> the wider view is quite natural. I've used a similar technique in the past for
> placing objects - using a version of a texture specifically designed for
> filtering a random field of items.
>
> My previous attempt at field boundaries was a random point graph, which
> unfortunately required an external program - both for speed and sanity, since
> SDL is quite unsuited to that sort of thing. I never got as far as making the
> actual field colours, just the boundary walls (see attached). Sadly, as with so
> many projects, real life distracted me in some way and it fell by the wayside...
>
> Bill
>
Yes indeed, this works quite well. You should try to take that up again.
For my part, I have used ChrisB's Blockwall macro in my Islay scene
(unfinished) a couple of years ago to a similar effect. That seemed to
me rather promising although the macro also had a couple of quaint
peculiarities, and it would be unsuitable I guess for a whole landscape.
Interesting topics to explore...
--
Thomas
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Op 29/09/2020 om 17:56 schreef Jim Henderson:
> Really nice - I love the clouds in particular. :)
>
Thanks Jim. Those clouds seem to appeal to a majority it seems ;-) I
guess this is partly because they are almost at eye level which makes
them more dramatic.
I failed to mention earlier that the high, thin, clouds in the sky were
produced by Zeger Knaepen's FastClouds macro. Some dramatic lighting
effect /under/ the clouds is the result of just two properly adjusted
fog codes...
--
Thomas
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Another nice landscape from Thomas! :-)
You seem to have used quite a lot of tricks in this one, in a very successful
manner. Well done!
Thomas de Groot <tho### [at] degroot org> wrote:
> Op 29/09/2020 om 17:56 schreef Jim Henderson:
> > Really nice - I love the clouds in particular. :)
> >
>
> Thanks Jim. Those clouds seem to appeal to a majority it seems ;-) I
> guess this is partly because they are almost at eye level which makes
> them more dramatic.
>
> I failed to mention earlier that the high, thin, clouds in the sky were
> produced by Zeger Knaepen's FastClouds macro. Some dramatic lighting
> effect /under/ the clouds is the result of just two properly adjusted
> fog codes...
>
> --
> Thomas
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Op 30/09/2020 om 15:04 schreef BayashiPascal:
> Another nice landscape from Thomas! :-)
> You seem to have used quite a lot of tricks in this one, in a very successful
> manner. Well done!
>
Thank you! And I am not finished it appears. More tricks to come. It is
the advantage of increasing hindsight with the number of individual
POV-Ray user years. The number of interesting tricks published in these
groups increases. Believe it or not, at this moment I have a collection
of tricks and such from 241 individual users! Many with more than one
trick. :-)
--
Thomas
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