POV-Ray : Newsgroups : povray.binaries.images : Vegetation simulation WIP 2 Server Time
25 Dec 2024 01:15:10 EST (-0500)
  Vegetation simulation WIP 2 (Message 8 to 17 of 37)  
<<< Previous 7 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Trevor G Quayle
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 12:55:00
Message: <web.44b679c6bf1ea0bbc150d4c10@news.povray.org>
"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


Post a reply to this message

From: Orchid XP v2
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 13:59:20
Message: <44b689f8$1@news.povray.org>
Highly impressive...


Post a reply to this message

From: Zeger Knaepen
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 14:22:09
Message: <44b68f51@news.povray.org>
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


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 15:10:01
Message: <web.44b69a17bf1ea0bb122406350@news.povray.org>
"Rene Bui" <ren### [at] freefr> wrote:

> No words !


Merci !


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 15:10:01
Message: <web.44b69a5fbf1ea0bb122406350@news.povray.org>
"St." <dot### [at] dotcom> wrote:

>   Great work!

Thank you!


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 15:20:00
Message: <web.44b69bb3bf1ea0bb122406350@news.povray.org>
"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


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 15:20:00
Message: <web.44b69be2bf1ea0bb122406350@news.povray.org>
Orchid XP v2 <voi### [at] devnull> wrote:
> Highly impressive...


Thank you!


Post a reply to this message

From: Norbert Kern
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 15:30:00
Message: <web.44b69e4cbf1ea0bb122406350@news.povray.org>
"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


Post a reply to this message

From: Tail Kinker
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 18:47:06
Message: <44b6cd6a$1@news.povray.org>
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.


Post a reply to this message

From: gonzo
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 18:55:00
Message: <web.44b6ce83bf1ea0bba0c272b50@news.povray.org>
"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


Post a reply to this message

<<< Previous 7 Messages Goto Latest 10 Messages Next 10 Messages >>>

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