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Ash Holsenback <no### [at] spamcom> wrote:
> well... i've been watching the mandalorian. the very cool story boards
> in the end credits are very cool... inspired me to start roughing out a
> scene
great ! the atmosphere is there indeed!
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On 1/17/21 5:08 PM, Ash Holsenback wrote:
> well... i've been watching the mandalorian. the very cool story boards
> in the end credits are very cool... inspired me to start roughing out a
> scene
I can only chime in to what the others said - this is pretty cool already!
--
Some of my PovRay works:
https://www.deviantart.com/antarasol/gallery/42758766/3D
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Op 18/01/2021 om 18:17 schreef Ash Holsenback:
> On 1/18/21 2:27 AM, Thomas de Groot wrote:
>> Op 17/01/2021 om 17:08 schreef Ash Holsenback:
>>> well... i've been watching the mandalorian. the very cool story
>>> boards in the end credits are very cool... inspired me to start
>>> roughing out a scene
>>
>> Very good start. I like the atmosphere already.
>>
>
> hey thanks... how about something a bit more dramatic! looks_like on
> both the sources with high emission made atmospherics in background
> pop...and the halo on the 2nd sun. 2nd sun also injected some need light
> into the compound.
>
> i think my next challenge is doing something to the ground. if anyone
> knows of something procedural that would look good at low viewing angle.
> wavy / ripply in some spots smooth-ish in others... post away!
Yes, dramatic!
For the ground, how about this. In the scene I am currently working on
since October last year (no info is provided until further notice ;-) )
I use a piment_pattern controlling several image_maps of stony grounds.
The pigment_pattern itself is also a stony ground image_map. Then
uv_mapped on a mesh, but an appropriate height_field would also do.
--
Thomas
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On 1/19/21 2:51 AM, Thomas de Groot wrote:
> I use a pigment_pattern controlling several image_maps of stony grounds.
> The pigment_pattern itself is also a stony ground image_map. Then
> uv_mapped on a mesh, but an appropriate height_field would also do.
i've not used p_p before... how 'bout a code frag for a feeble old mind
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Op 20/01/2021 om 01:28 schreef Ash Holsenback:
> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>> I use a pigment_pattern controlling several image_maps of stony
>> grounds. The pigment_pattern itself is also a stony ground image_map.
>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>
> i've not used p_p before... how 'bout a code frag for a feeble old mind
>
Of course. No problem. Please find an .inc file in p.b.scene-files under
the subject "Tatoine ground". Note that the code was primarily generated
by Poseray; I then built the final code from that, which means that you
may find some redundant code that can be avoided by the purist (I was lazy).
--
Thomas
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Op 20/01/2021 om 01:28 schreef Ash Holsenback:
> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>> I use a pigment_pattern controlling several image_maps of stony
>> grounds. The pigment_pattern itself is also a stony ground image_map.
>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>
> i've not used p_p before... how 'bout a code frag for a feeble old mind
>
Let me just lift a little tip of the concealing veil :-) This is how the
final pattern looks like (with addition of some scattered stones).
--
Thomas
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Attachments:
Download 'a quiet lane_test.jpg' (81 KB)
Preview of image 'a quiet lane_test.jpg'
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On 1/20/21 3:02 AM, Thomas de Groot wrote:
> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
>> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>>> I use a pigment_pattern controlling several image_maps of stony
>>> grounds. The pigment_pattern itself is also a stony ground image_map.
>>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>>
>> i've not used p_p before... how 'bout a code frag for a feeble old mind
>>
>
> Let me just lift a little tip of the concealing veil :-) This is how the
> final pattern looks like (with addition of some scattered stones).
>
nice... thank you sir
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
> > On 1/19/21 2:51 AM, Thomas de Groot wrote:
> >> I use a pigment_pattern controlling several image_maps of stony
> >> grounds. The pigment_pattern itself is also a stony ground image_map.
> >> Then uv_mapped on a mesh, but an appropriate height_field would also do.
> >
> > i've not used p_p before... how 'bout a code frag for a feeble old mind
> >
>
> Let me just lift a little tip of the concealing veil :-) This is how the
> final pattern looks like (with addition of some scattered stones).
>
> --
> Thomas
This looks yummy !
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Op 20/01/2021 om 22:56 schreef Mr:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Op 20/01/2021 om 01:28 schreef Ash Holsenback:
>>> On 1/19/21 2:51 AM, Thomas de Groot wrote:
>>>> I use a pigment_pattern controlling several image_maps of stony
>>>> grounds. The pigment_pattern itself is also a stony ground image_map.
>>>> Then uv_mapped on a mesh, but an appropriate height_field would also do.
>>>
>>> i've not used p_p before... how 'bout a code frag for a feeble old mind
>>>
>>
>> Let me just lift a little tip of the concealing veil :-) This is how the
>> final pattern looks like (with addition of some scattered stones).
>>
>> --
>> Thomas
>
> This looks yummy !
>
;-)
--
Thomas
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I like it very much, especially the texture of the walls and the sky.
May I suggest some swirling sand in the atmosphere?
Ash Holsenback <no### [at] spamcom> wrote:
> well... i've been watching the mandalorian. the very cool story boards
> in the end credits are very cool... inspired me to start roughing out a
> scene
Post a reply to this message
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