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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> A small update.
>
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
>
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
>
>
> Norbert Kern
Looking really good. How much of that 5h is parse time?
-tgq
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Highly impressive...
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you know, when watching tech-demos like that one of the CryEngine2, I
sometimes wonder why I'm still working with slow raytrace-renderers like
POV-Ray. The images rendered at, say, 30fps by Crysis are much more
realistic than what I could do in months POVSDL-coding, parsing and
tracing, at about 20hpf (hours per frame). So I sometimes even wonder
what's the point of raytracing, those games-engines seem to be much more
interesting?
but looking at an image like this, I realise games-engines still have a
very long way to go :)
and so do I :-/ :)
cu!
(oh, btw, anyone who could explain me, in simple terms, how the realtime
ambient-maps (which look to me as realtime radiosity) could be done in
crysis? :-/)
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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"Rene Bui" <ren### [at] freefr> wrote:
> No words !
Merci !
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"St." <dot### [at] dotcom> wrote:
> Great work!
Thank you!
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"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> Looking really good. How much of that 5h is parse time?
pure calculation of the plant coordinnates by doing 36 iterations.
90 % of the 5 h is due to calculation of plant plant competition.
Image was rendered in 3072*2304 pixels and scaled down later. It took 10 h
to render. Parsing time was 20 s.
Norbert Kern
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Orchid XP v2 <voi### [at] devnull> wrote:
> Highly impressive...
Thank you!
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"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> you know, when watching tech-demos like that one of the CryEngine2, I
> sometimes wonder why I'm still working with slow raytrace-renderers like
> POV-Ray. The images rendered at, say, 30fps by Crysis are much more
> realistic than what I could do in months POVSDL-coding, parsing and
> tracing, at about 20hpf (hours per frame). So I sometimes even wonder
> what's the point of raytracing, those games-engines seem to be much more
> interesting?
>
> but looking at an image like this, I realise games-engines still have a
> very long way to go :)
>
> and so do I :-/ :)
I don't want to be better than hard working experienced game programmers.
I want to learn something about nature and myself - it's a hobby and not a
profession.
Since 5 years I thought of making this. Now when I made the first steps it
seems so easy that I don't understand why it took so long.
Norbert Kern
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Norbert Kern wrote:
> I introduced water preference based on areal height, corrected some errors
> and doubled speed by replacing eval_pigment with functions and other small
> changes.
>
> The attached images show a test with 16000 plants of 8 different types and
> 36 iterations. Calculation took 5 h on an old 2.66 GHz P4. The 8 differnt
> plant types are represented by the same 4 plant meshes as in WIP1.
Very nice. I missed the first one; I feel the loss. :)
I tried something like this for my landscapes, but the results were
sucky^H^H^H^H^Huninspiring. My scene took two days to parse (on a PII
366), so I said fsck it and killed it before it started rendering.
Do you have any intention of posting the macro for this? If so, I might
take another stab at using it in my landscapes.
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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> Now when I made the first steps it
> seems so easy that I don't understand why it took so long.
>
>
> Norbert Kern
<Gasp> <Choke> EASY??? I don't even understand half of your discussion,
but the results are amazing!
Just keep doing whay you're doing!
RG
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