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Hi all
more images using the second texture pack for the LOTW. I've also made
some changes to the source code to make it easier to use, as well as
adding some light groups. The trees are from Gilles Tran's makecloud code.
Full source code posted to PBSF.
Nathan O'Brien
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Attachments:
Download 'lotw-101.jpg' (126 KB)
Download 'lotw-67.jpg' (69 KB)
Preview of image 'lotw-101.jpg'
Preview of image 'lotw-67.jpg'
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In an earlier landscape image of yours the trees were very dark; almost
black. People, including me, commented on this, and you made an update
where the trees were much brighter, and it looked much better.
Now, once again, your trees are extremely dark... I think it would look
better if you made them brighter again. And maybe just keep them
brighter in future images to keep yourself from doing the same
adjustment over and over again...? ;)
Of course it's just IMHO...
Best regards,
Rune
--
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rune|vision: http://runevision.com **updated Apr 27**
POV-Ray Ring: http://webring.povray.co.uk
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Besides the trees, the landscapes really look very nice!
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Apr 27**
POV-Ray Ring: http://webring.povray.co.uk
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I'm using totally different code for these trees. I'm still not sure if
I'll stick with them. I know they're too dark but I had this
uncontrollable urge to post something this weekend.
The previous trees were mesh files created with Gena's java povtree.
Ultimately I hope to have any mesh tree generated directly from within the
LOTW code. I'm currently playing around with a modified version of
tomtree.inc that will write a tree definition out to a temporary file so
that any high res render will not have to recalculate the tree definition.
> In an earlier landscape image of yours the trees were very dark; almost
> black. People, including me, commented on this, and you made an update
> where the trees were much brighter, and it looked much better.
>
> Now, once again, your trees are extremely dark... I think it would look
> better if you made them brighter again. And maybe just keep them
> brighter in future images to keep yourself from doing the same
> adjustment over and over again...? ;)
>
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Nathan O'Brien wrote:
> I'm using totally different code for these trees.
> I'm still not sure if I'll stick with them. I know
> they're too dark but I had this uncontrollable urge
> to post something this weekend.
Oh, but I thought that unless you simply copy-and-pasted the tree-code
into the scene right before the final render, you must have had some
indication of the darkness of the trees before this image was rendered?
Never mind, I'm nit-picking...
> The previous trees were mesh files created with
> Gena's java povtree. Ultimately I hope to have any
> mesh tree generated directly from within the LOTW
> code. I'm currently playing around with a modified
> version of tomtree.inc that will write a tree
> definition out to a temporary file so that any
> high res render will not have to recalculate the
> tree definition.
That sound good.
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Apr 27**
POV-Ray Ring: http://webring.povray.co.uk
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The tree code was just cut and pasted. Did it before dinner. Those images
were the first tests. Ran both at the same time.
On Sat, 26 Jun 2004 12:57:05 +0200, Rune <run### [at] runevisioncom> wrote:
> Nathan O'Brien wrote:
>> I'm using totally different code for these trees.
>> I'm still not sure if I'll stick with them. I know
>> they're too dark but I had this uncontrollable urge
>> to post something this weekend.
>
> Oh, but I thought that unless you simply copy-and-pasted the tree-code
> into the scene right before the final render, you must have had some
> indication of the darkness of the trees before this image was rendered?
> Never mind, I'm nit-picking...
>
>> The previous trees were mesh files created with
>> Gena's java povtree. Ultimately I hope to have any
>> mesh tree generated directly from within the LOTW
>> code. I'm currently playing around with a modified
>> version of tomtree.inc that will write a tree
>> definition out to a temporary file so that any
>> high res render will not have to recalculate the
>> tree definition.
>
> That sound good.
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> rune|vision: http://runevision.com **updated Apr 27**
> POV-Ray Ring: http://webring.povray.co.uk
>
>
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Nathan O'Brien wrote:
> The tree code was just cut and pasted. Did it before
> dinner. Those images were the first tests. Ran both
> at the same time.
Ah...
I guess it's just far away from my own mentality to make such
high-quality renders without prior test renders... :)
Rune
--
3D images and anims, include files, tutorials and more:
rune|vision: http://runevision.com **updated Apr 27**
POV-Ray Ring: http://webring.povray.co.uk
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Nathan, this is incredible! It keeps getting better and better every
time you post, too! Thanks a lot for releasing code, by the way!
George
http://www.gammaburst.net
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"Nathan O'Brien" <pov### [at] no13net> schreef in bericht
news:opr964vqfhqe14i4@user-uzkaejdv52...
| Hi all
|
| more images using the second texture pack for the LOTW. I've also made
| some changes to the source code to make it easier to use, as well as
| adding some light groups. The trees are from Gilles Tran's makecloud code.
| Full source code posted to PBSF.
I like this very much. One remark: on the second image (lotw-101?) the trees on
the mountainridges show some kind of spherical halo. This is especially visible
for the trees on the mountain top in the far left. Surely this was not your
intention?
--
Maurice
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Nathan O'Brien wrote:
<snip>
> The trees are from Gilles Tran's makecloud
> code. <snip>
I'm assuming you are the first to use the makecloud code this way? It
looks good, at any rate!
-Sam
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