POV-Ray : Newsgroups : povray.binaries.images : Alley Sunflower Final Server Time
2 Nov 2024 14:18:45 EDT (-0400)
  Alley Sunflower Final (Message 1 to 10 of 24)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Nekar Xenos
Subject: Alley Sunflower Final
Date: 13 Jun 2010 03:47:24
Message: <op.vd8ak2dbufxv4h@xena>
Hopefully the final version ;)
Everything is Pov-generated.
The wall uses a mixture of isosurfaces and Pov-generated meshes (using  
Bill Pragnell's Meshrelief macro).
The asphalt was originally an isosurface, but it used too much memory so I  
made a height-field from the isosurface. The asphalt texture was rendered  
as an hdri because it became over-saturated if I anything else. I then  
used normals to make the stony texture as a hi-res height-field would also  
use too much memory.

The sunflower uses the Fibonacci sequence for the seeds. Leaves and petals  
are hand-coded bezier-patches.
The bins are CSG with an agate normal for the dents.
Grass and weeds are placed using the method Jaime suggested.
Buildings across the street are done with my building macro.
Gutters are sphere-sweeps.

I used +a0.1 for anti-aliasing, but the contrast between the bright  
background and the shadow side of the building seems to prevent proper  
anti-aliasing. Not even focal blur helped, so I left out the focal blur  
because then it takes days to render without much improvement.

Comments welcome.

-Nekar Xenos-


Post a reply to this message


Attachments:
Download 'alley_sunflower.jpg' (298 KB)

Preview of image 'alley_sunflower.jpg'
alley_sunflower.jpg


 

From: Alain
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 10:47:35
Message: <4c14ef87@news.povray.org>

> Hopefully the final version ;)
> Everything is Pov-generated.
> The wall uses a mixture of isosurfaces and Pov-generated meshes (using
> Bill Pragnell's Meshrelief macro).
> The asphalt was originally an isosurface, but it used too much memory so
> I made a height-field from the isosurface. The asphalt texture was
> rendered as an hdri because it became over-saturated if I anything else.
> I then used normals to make the stony texture as a hi-res height-field
> would also use too much memory.
>
> The sunflower uses the Fibonacci sequence for the seeds. Leaves and
> petals are hand-coded bezier-patches.
> The bins are CSG with an agate normal for the dents.
> Grass and weeds are placed using the method Jaime suggested.
> Buildings across the street are done with my building macro.
> Gutters are sphere-sweeps.
>
> I used +a0.1 for anti-aliasing, but the contrast between the bright
> background and the shadow side of the building seems to prevent proper
> anti-aliasing. Not even focal blur helped, so I left out the focal blur
> because then it takes days to render without much improvement.
>
> Comments welcome.
>
> -Nekar Xenos-

Prety nice. Looks like there was a short shower not long ago.



Alain


Post a reply to this message

From: Dave Blandston
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 11:20:01
Message: <web.4c14f6cde209a5c3cba3fb0f0@news.povray.org>
The image looks great. I'm amazed that the leaves and petals are hand-coded!
They are really impressive.

I'm afraid to suggest any changes since this is the final version, but... It
might add an element of realism to put some cracks in the alley for the weeds to
grow out of... Just a thought...

Good luck with your painting.

Regards,
Dave Blandston


Post a reply to this message

From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 12:28:32
Message: <op.vd8ypplsufxv4h@xena>
On Sun, 13 Jun 2010 16:47:34 +0200, Alain <aze### [at] qwertyorg> wrote:


>> Hopefully the final version ;)
>> Everything is Pov-generated.
>> The wall uses a mixture of isosurfaces and Pov-generated meshes (usin
g
>> Bill Pragnell's Meshrelief macro).
>> The asphalt was originally an isosurface, but it used too much memory
 so
>> I made a height-field from the isosurface. The asphalt texture was
>> rendered as an hdri because it became over-saturated if I anything el
se.
>> I then used normals to make the stony texture as a hi-res height-fiel
d
>> would also use too much memory.
>>
>> The sunflower uses the Fibonacci sequence for the seeds. Leaves and
>> petals are hand-coded bezier-patches.
>> The bins are CSG with an agate normal for the dents.
>> Grass and weeds are placed using the method Jaime suggested.
>> Buildings across the street are done with my building macro.
>> Gutters are sphere-sweeps.
>>
>> I used +a0.1 for anti-aliasing, but the contrast between the bright
>> background and the shadow side of the building seems to prevent prope
r
>> anti-aliasing. Not even focal blur helped, so I left out the focal bl
ur
>> because then it takes days to render without much improvement.
>>
>> Comments welcome.
>>
>> -Nekar Xenos-
>
> Prety nice. Looks like there was a short shower not long ago.
>
>
>
> Alain

Thanks. I have been considering adding a pools of water...


-- 

-Nekar Xenos-

"The spoon is not real"


Post a reply to this message

From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 12:45:22
Message: <op.vd8zhsbdufxv4h@xena>
On Sun, 13 Jun 2010 17:18:37 +0200, Dave Blandston <nomail@nomail> wrote:

> The image looks great. I'm amazed that the leaves and petals are  
> hand-coded!
> They are really impressive.

Thanks. I used a prism object texture to make the jagged edges of the  
leaves. I think all the years of drawing beziers in CorelDraw have givin  
me the ability to "imagine" how to do the bezier patches.

>
> I'm afraid to suggest any changes since this is the final version,  
> but... It
> might add an element of realism to put some cracks in the alley for the  
> weeds to
> grow out of... Just a thought...
>

I would prefer it to actually look like it's completed :)
There are cracks I guess I am so used to the image, so I cannot see it as  
anyone else would see it. The weeds are only in places where there is soil.

> Good luck with your painting.

Thanks.

>
> Regards,
> Dave Blandston
>
>


-- 
-Nekar Xenos-

"The spoon is not real"


Post a reply to this message

From: Darren New
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 14:14:06
Message: <4c151fee$1@news.povray.org>
Nekar Xenos wrote:
> Comments welcome.

It needs a tear.

-- 
Darren New, San Diego CA, USA (PST)
    Eiffel - The language that lets you specify exactly
    that the code does what you think it does, even if
    it doesn't do what you wanted.


Post a reply to this message

From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 15:18:19
Message: <op.vd86kpg0ufxv4h@xena>
On Sun, 13 Jun 2010 20:14:05 +0200, Darren New <dne### [at] sanrrcom> wrote:

> Nekar Xenos wrote:
>> Comments welcome.
>
> It needs a tear.
>

Strange, when I first read your comment I thought you meant a tear(crack)  
in the asphalt. Then I realised you probably meant a teardrop on the  
sunflower. Although that would be indistinguishable from a dew-drop. Or  
maybe you meant both ;)

-- 
-Nekar Xenos-

"The spoon is not real"


Post a reply to this message

From: Stephen
Subject: Re: Alley Sunflower Final
Date: 13 Jun 2010 17:13:29
Message: <4c1549f9$1@news.povray.org>
On 13/06/2010 7:14 PM, Darren New wrote:
> Nekar Xenos wrote:
>> Comments welcome.
>
> It needs a tear.
>

What it really needs is two flower-pot men. ;-)

And no I don’t expect anyone other than Dr John to get it.
Brill image btw.


-- 

Best Regards,
	Stephen


Post a reply to this message

From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 14 Jun 2010 00:56:43
Message: <op.vd9xcpq6ufxv4h@xena>
On Sun, 13 Jun 2010 23:13:29 +0200, Stephen <mca### [at] aoldotcom> wrote:

> On 13/06/2010 7:14 PM, Darren New wrote:
>> Nekar Xenos wrote:
>>> Comments welcome.
>>

> Brill image btw.
>
Thanks!

-- 
-Nekar Xenos-

"The spoon is not real"


Post a reply to this message

From: Thomas de Groot
Subject: Re: Alley Sunflower Final
Date: 14 Jun 2010 03:13:19
Message: <4c15d68f@news.povray.org>
It has become an impressive image indeed. Excellent work.

Thomas


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

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