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Time to reveal "The Shallows II", the next instalment of the triptych.
I have been asked about a background story for the triptych, but I
prefer to leave that to the imagination of the beholder :-)
Total cumulated render time was about 39 hours on a i5 laptop.
--
Thomas
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Attachments:
Download 'the shallows ii_final3.jpg' (523 KB)
Preview of image 'the shallows ii_final3.jpg'
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Time to reveal "The Shallows II", the next instalment of the triptych.
>
> I have been asked about a background story for the triptych, but I
> prefer to leave that to the imagination of the beholder :-)
>
> Total cumulated render time was about 39 hours on a i5 laptop.
>
> --
> Thomas
Very nice. I like the concrete aggregate texture, the decomposed frame/riser
of the rowboat - and little things like the drag marks in the ground and the way
the plants are aligned.
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hi,
Thomas de Groot <tho### [at] degrootorg> wrote:
> Time to reveal "The Shallows II", the next instalment of the triptych.
>
> I have been asked about a background story for the triptych, but I
> prefer to leave that to the imagination of the beholder :-)
the suspense is _killing_ me. :-)
> Total cumulated render time was about 39 hours on a i5 laptop.
love the image, wonderful atmosphere (in both senses). cheers.
regards, jr.
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Op 20-11-2022 om 18:40 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Time to reveal "The Shallows II", the next instalment of the triptych.
>>
>> I have been asked about a background story for the triptych, but I
>> prefer to leave that to the imagination of the beholder :-)
>>
>> Total cumulated render time was about 39 hours on a i5 laptop.
>>
>> --
>> Thomas
>
> Very nice. I like the concrete aggregate texture, the decomposed frame/riser
> of the rowboat - and little things like the drag marks in the ground and the way
> the plants are aligned.
>
Thank you indeed!
The rowing boat was inspired by an image from Nuntasi Lake in Romania:
https://www.swyrl.tv/article/wir-sind-der-meteorit-der-auf-die-erde-faellt-beeindruckende-tv-dokus-zu-klimawandel-und-duerre
It was an illustration from a documentary on Arte earlier this year.
The concrete aggregate is not only a texture, but this texture was also
processed and used as basis for displacement mapping in Poseray.
--
Thomas
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Op 21-11-2022 om 11:42 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Time to reveal "The Shallows II", the next instalment of the triptych.
>>
>> I have been asked about a background story for the triptych, but I
>> prefer to leave that to the imagination of the beholder :-)
>
> the suspense is _killing_ me. :-)
>
Of course! ;-0
>
>> Total cumulated render time was about 39 hours on a i5 laptop.
>
> love the image, wonderful atmosphere (in both senses). cheers.
>
Thanks jr. I have to think about III now more seriously, and doing some
long overdue homework...
--
Thomas
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Hi(gh)!
On 21.11.22 16:53, Thomas de Groot wrote:
> The concrete aggregate is not only a texture, but this texture was also
> processed and used as basis for displacement mapping in Poseray.
I. e. not just an normal map? Wow!
See you in Khyberspace!
Yadgar
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> Hi(gh)!
>
> On 21.11.22 16:53, Thomas de Groot wrote:
>
> > The concrete aggregate is not only a texture, but this texture was also
> > processed and used as basis for displacement mapping in Poseray.
>
> I. e. not just an normal map? Wow!
>
> See you in Khyberspace!
>
> Yadgar
Indeed this material really stands out !
Do you think such a result could be achieved using HG POV displacement or
isosurface displacement macros? If yes an include like you did for Granite would
really be worth it, and if not, maybe a tutorial ?
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Op 22-11-2022 om 13:03 schreef Mr:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>> Hi(gh)!
>>
>> On 21.11.22 16:53, Thomas de Groot wrote:
>>
>>> The concrete aggregate is not only a texture, but this texture was also
>>> processed and used as basis for displacement mapping in Poseray.
>>
>> I. e. not just an normal map? Wow!
>>
>> See you in Khyberspace!
>>
>> Yadgar
>
> Indeed this material really stands out !
>
> Do you think such a result could be achieved using HG POV displacement or
> isosurface displacement macros? If yes an include like you did for Granite would
> really be worth it, and if not, maybe a tutorial ?
>
Thank you!
Note that displacement mapping is done using .obj or mesh2 files as
input in Poseray. I really have no idea if HG POV can do this. However,
I guess that isosurfaces could do the job but probably would be much
slower (in render time) than the way through Poseray which generates a
"heavy" output .geom file but renders almost as fast as a non-displaced
object.
I gave some sort of tutorial last year:
https://news.povray.org/povray.binaries.images/thread/%3C60e02637%40news.povray.org%3E/
--
Thomas
Post a reply to this message
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"Mr" <m******r******at_hotmail_dot_fr> wrote:
>
> Do you think such a result could be achieved using HG POV displacement or
> isosurface displacement macros? If yes an include like you did for Granite would
> really be worth it, and if not, maybe a tutorial ?
It can probably be done with the meshmaker.inc that comes with POV-Ray.
A crude crackle cylinder example:
---%<------%<------%<---
#version 3.8;
#include "meshmaker.inc"
global_settings {assumed_gamma 1.0}
camera {
location <0,1,-10>
look_at <0,0,0>
angle 20
}
light_source { <500,500,-500> rgb <1,0.9,0.8> }
light_source { <-100,100,-500> rgb <0.3,0.3,0.5> }
#declare Crack= function {
pigment {
crackle
colour_map{
[0, rgb .01]
[1, rgb .05]
}
scale 0.05
}
}
#declare R= function(u,v) {
Crack(u,v,0).gray
}
#declare F1= function(u,v){(.5+R(u,v))*cos(u)}
#declare F2= function(u,v){(.5+R(u,v))*sin(u)}
#declare F3= function(u,v){v}
object{
Parametric(
F1, F2, F3,
<0, -1>,
<2*pi, 1>,
500, 500, ""
)
uv_mapping
pigment{rgb 1}
finish{specular 0.5}
rotate <60,0,0>
}
---%<------%<------%<---
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Op 22-11-2022 om 19:43 schreef ingo:
> "Mr" <m******r******at_hotmail_dot_fr> wrote:
>
>>
>> Do you think such a result could be achieved using HG POV displacement or
>> isosurface displacement macros? If yes an include like you did for Granite would
>> really be worth it, and if not, maybe a tutorial ?
>
> It can probably be done with the meshmaker.inc that comes with POV-Ray.
>
Ah! That is an excellent suggestion indeed. Something I shall have to
play with... sometime...
--
Thomas
Post a reply to this message
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