POV-Ray : Newsgroups : povray.binaries.images : Pending Storm Server Time
19 Apr 2024 00:31:39 EDT (-0400)
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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 5 Oct 2020 02:24:46
Message: <5f7abc2e$1@news.povray.org>
Op 04/10/2020 om 16:21 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>> I was thinking also of an eventual HTML version. I have a little
>> experience with building HTML pages through the work for the TC-RTC, but
>> this would be a major project indeed.
> 
> Not at all.
> Sounds to me like you have virtually everything you need already.
> In the same way that you might #write a concat () command to a file with
> POV-Ray, you can construct/format a line of HTML in your spreadsheet.
> 

Right. I was indeed aware of that.

> Then you just copy/paste into a .htm file and you're pretty much done.
> 
> I did this with converting .stl to mesh and .svg to bezier splines.  (My
> understanding is that that's how Cousin Ricky converts his svg as well.)
> 

Ok. Good to know. Thanks a lot for this info. I shall have to explore 
this obviously. Don't hold your breath though: much to do besides and 
before, but I shall get there.

-- 
Thomas


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From: Bald Eagle
Subject: Re: Pending Storm
Date: 5 Oct 2020 13:55:00
Message: <web.5f7b5dd69bb6a6571f9dae300@news.povray.org>
I found the perfect bird for your scene.


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From: Jim Henderson
Subject: Re: Pending Storm
Date: 5 Oct 2020 21:00:50
Message: <5f7bc1c2$1@news.povray.org>
On Sat, 03 Oct 2020 08:58:30 +0200, Thomas de Groot wrote:

> Op 02/10/2020 om 01:57 schreef Jim Henderson:
>> On Wed, 30 Sep 2020 08:46:20 +0200, Thomas de Groot 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.
>> 
>> Possibly - for me, it's also the texture itself, it just feels like a
>> cloud.  :)
> 
> All praise should go to Mick who put them together in the first place
> (in 2004).

:)

I would say that the tool is worthy, but good tools can be used poorly, 
and you've definitely NOT done that. :D

>>> 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...
>> 
>> Very nice.
>> 
>> 
> There is a further trick concerning media clouds that I am willing to
> share ;-)
> 
> I (almost) always use CIE.inc, part of the Lightsys IV family of macros
> provided by Jaime Vives Piqueres. I almost always increase the intensity
> of the Sunlight by a couple of factors. A consequence of this is that
> media clouds may come out too overexposed as it were. A ready solution
> to this problem is to put a copy of the Sun, with lower intensity,
> together with the clouds media, in a separate light_group{}. See:
> http://wiki.povray.org/content/Reference:Light_Group

Very useful, thanks for sharing that :)



-- 
"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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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 6 Oct 2020 02:28:45
Message: <5f7c0e9d$1@news.povray.org>
Op 05/10/2020 om 19:54 schreef Bald Eagle:
> I found the perfect bird for your scene.
> 

LOL! Absolutely! Thanks for the reminder: birds will be one of the last 
decisions when all else will be done on this scene.

-- 
Thomas


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From: ingo
Subject: Re: Pending Storm
Date: 13 Oct 2020 06:04:52
Message: <XnsAC557AE58B085seed7@news.povray.org>
in news:5f72f3d2$1@news.povray.org Thomas de Groot wrote:

> Living 
> in a country that is a bit too crowded for my taste

Hier in't Oosten is't ook wel rustiger,

Ingo


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From: Thomas de Groot
Subject: Re: Pending Storm
Date: 14 Oct 2020 02:23:14
Message: <5f869952$1@news.povray.org>
Op 13/10/2020 om 12:04 schreef ingo:
> in news:5f72f3d2$1@news.povray.org Thomas de Groot wrote:
> 
>> Living
>> in a country that is a bit too crowded for my taste
> 
> Hier in't Oosten is't ook wel rustiger,
> 
> Ingo
> 

[switch En/Nl...klang!]

Inderdaad. Dat was ook een van mijn kandidaten na een Randstad leven...

Tussen haakjes: bedankt voor Meshmaker! Ik kom daar zo dadelijk op terug 
hieronder.

[switch Nl/En...klang!]

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Pending Storm - final
Date: 14 Oct 2020 03:03:03
Message: <5f86a2a7@news.povray.org>
Please find here the (last) version of the scene. Search for the 
differences ;-)

One notable change I want to elaborate on a bit. I dumped Gilles Tran's 
MakeGrass and replaced it by Lawnmaker from Uwe Gleiss (2004). 
Unfortunately, his website from where it was downloaded does not exist 
anymore. Interestingly, the grass blades were made of parametric objects 
and I remembered the infinite time it took to render a proper scene, so 
I never used it. William Pokorny's discovery about the optimal settings 
for parametric objects, made me curious of course and, Lo! Lawnmaker 
suddenly became a serious candidate. Not stopping there, and interested 
as I am in using mesh2{} files, I decided to experiment with Meshmaker 
(thanks Ingo!). With the help of an example file by Friedrich 
Lohmueller, I made the conversion within a couple of minutes. Taking 
into account the size of the grasspatches and their grass blade density 
(which can increase parsing time quite rapidly) a typical lawn renders 
very fast, hardly slower than the rest of the scene.

-- 
Thomas


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From: Alain Martel
Subject: Re: Pending Storm - final
Date: 14 Oct 2020 14:46:52
Message: <5f87479c$1@news.povray.org>
Le 2020-10-14 à 03:02, Thomas de Groot a écrit :
> Please find here the (last) version of the scene. Search for the 
> differences ;-)
> 
> One notable change I want to elaborate on a bit. I dumped Gilles Tran's 
> MakeGrass and replaced it by Lawnmaker from Uwe Gleiss (2004). 
> Unfortunately, his website from where it was downloaded does not exist 
> anymore. Interestingly, the grass blades were made of parametric objects 
> and I remembered the infinite time it took to render a proper scene, so 
> I never used it. William Pokorny's discovery about the optimal settings 
> for parametric objects, made me curious of course and, Lo! Lawnmaker 
> suddenly became a serious candidate. Not stopping there, and interested 
> as I am in using mesh2{} files, I decided to experiment with Meshmaker 
> (thanks Ingo!). With the help of an example file by Friedrich 
> Lohmueller, I made the conversion within a couple of minutes. Taking 
> into account the size of the grasspatches and their grass blade density 
> (which can increase parsing time quite rapidly) a typical lawn renders 
> very fast, hardly slower than the rest of the scene.
> 

That grass is MUCH better than the original.


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From: Thomas de Groot
Subject: Re: Pending Storm - final
Date: 15 Oct 2020 02:48:51
Message: <5f87f0d3$1@news.povray.org>
Op 14/10/2020 om 20:46 schreef Alain Martel:
> 
> That grass is MUCH better than the original.

Absolutely. In the past I was rather pleased with MakeGrass but lately I 
had trouble to get what I wanted. Lawnmaker is also easier to control 
and to implement further if need arises (which I shall certainly explore).

-- 
Thomas


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From: Kenneth
Subject: Re: Pending Storm - final
Date: 15 Oct 2020 03:30:01
Message: <web.5f87f99ceb8b16cd98418910@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Please find here the (last) version of the scene. Search for the
> differences ;-)
>

Even more beautiful than your original render.

I see that the trees have been fattened-up a bit; and one of the rusty metal
fence-bars has been broken and bent (a nice touch.) It also looks like the
castle or church has been thrown into more shadow (or maybe with less fill
light), which nicely matches the late afternoon Sun. The stones under the fence
seem to have changed too.

I do like the detailed grass, but my personal preference is for the previous
'mossy' appearance; it just seems to go better with the overall 'look' of the
scene-- maybe because, with its 'lack of detail', it offsets the more-detailed
valley and trees. And it more clearly shows the shadow of the out-of-frame tree
that is cast across the lawn.

I like *both* versions of the fence stones; I think I prefer the previous
stones' textures, but the new stones' shapes. A difficult decision!

It's easy to be an amateur art critic, ha :-P

You have used so *many* interesting code tools for this scene, tools that I have
not even started experimenting with yet. Thanks for the detailed descriptions of
your techniques.


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