POV-Ray : Newsgroups : povray.binaries.images : Vegetation simulation WIP 2 Server Time
27 Apr 2024 11:20:53 EDT (-0400)
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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 !


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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!


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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


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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!


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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


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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.


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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


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From: Charles C
Subject: Re: Vegetation simulation WIP 2
Date: 13 Jul 2006 19:30:00
Message: <web.44b6d715bf1ea0bb200a56120@news.povray.org>
Looking good!

I'd want to be able to put arbitrary user-defined paved areas and such
around it... I.e. define arbitrarily shaped patches of vegetation.  For
instance, I'm picturing something like those little vegetated circle they
put in the center of some intersections...  Or, be able to define absolute
0-probability growth areas within the rectangle (I think this might be the
way you're heading?), allowing  a csg or mesh road going through the larger
vegetated environment.  (Same net effect...)

What kind of system/script are you writing the "calculations" in?

Charles


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Vegetation simulation WIP 2
Date: 14 Jul 2006 01:04:52
Message: <44b725f4$1@news.povray.org>
High!

Norbert Kern 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.

*Sigh* ...would still take several new computer generations before I can 
render a flight over the blooming springtime steppes of Bactria in 
bearable time... er, in realtime of course! I just hope my grand-nephews 
or -nieces would be inclined to raytracing then...

See you in Khyberspace!

Yadgar

Now playing: Puttin' on the Ritz (Taco)


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From: Stefan Viljoen
Subject: Re: Vegetation simulation WIP 2
Date: 14 Jul 2006 01:46:41
Message: <44b72fc0@news.povray.org>
Norbert Kern spake:

> 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

This keeps looking better and better - Pewsey wanna macro.... NOW.

-- 
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions


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