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From: Kirk Andrews
Subject: For lack of a ship
Date: 28 Sep 2009 18:10:00
Message: <web.4ac133ca2359670a1322341f0@news.povray.org>
More World Machine and a lots of new uses for proximity functions (for me).
Proximity to control vegetation, foam on the water, normals, etc.

I need to build a ship (I've always wanted to) to put in this scene.


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From: Paolo Gibellini
Subject: Re: For lack of a ship
Date: 29 Sep 2009 04:38:43
Message: <4ac1c793$1@news.povray.org>
A dream land....
;-)
Paolo

 >Kirk Andrews  on date 29/09/2009 00:08 wrote:
> More World Machine and a lots of new uses for proximity functions (for me).
> Proximity to control vegetation, foam on the water, normals, etc.
> 
> I need to build a ship (I've always wanted to) to put in this scene.
> 
> 
> ------------------------------------------------------------------------
>


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From: TC
Subject: Re: For lack of a ship
Date: 29 Sep 2009 09:24:09
Message: <4ac20a79$1@news.povray.org>
Hi Kirk,

this really looks nice. Would you perhaps be inclined to post the source? 
(Beg ;-)

I am looking for a working example scene-file how to place random objects on 
a pov-scene or how to color the landscape-height field according to the 
actual height.

In case you do not want to post the source (I would perfectly understand 
this - it has to have been a lot of work), could you perhaps point me to 
some information on how to do this in Povray? A working example would be 
nice. This would probably be of interest to a lot of us less accomplished 
povray-users.

Up to now I have only modeled very simple objects - no landscapes with 
plenty of objects that have to be placed randomly.


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From: Alain
Subject: Re: For lack of a ship
Date: 29 Sep 2009 12:08:33
Message: <4ac23101$1@news.povray.org>

> Hi Kirk,
> 
> this really looks nice. Would you perhaps be inclined to post the source? 
> (Beg ;-)
> 
> I am looking for a working example scene-file how to place random objects on 
> a pov-scene or how to color the landscape-height field according to the 
> actual height.
Trace and acounting for the normal for the first.
For the second, use the slope pattern. It depend on the actual slope, 
but also, optionaly, on the altitude.
> 
> Up to now I have only modeled very simple objects - no landscapes with 
> plenty of objects that have to be placed randomly. 
> 
>

The trace function is perfect for placing an object on another. Then, 
you can use vorient() to orient the object acording to the local normal 
of your surface.


Alain


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From: TC
Subject: Thank you, but... ;-)
Date: 29 Sep 2009 19:04:48
Message: <4ac29290$1@news.povray.org>
Thank you, but... ;-)

yes, I know how it could be done in theory. But I am looking for a working 
example, perferably done by an expert like Kirk.

It would be good to know how such things are actually implemented. Does one 
store tree-positions in a file, or is it better just to store a random seed 
on which the forest is based? What is quicker, what makes more sense? And 
how is it done best?

Nonetheless, I do not have the faintest idea on how to actually color a 
heightfield. Never done this. I used once a self-made celtic-knot pattern to 
carve the pattern out of a granite slab, but that covers my experience with 
bitmaps in pov. Apart from applying some on tiles,that is.
Have once done it for a tile-webshop which wanted me to simulate how tile 
patterns would look like when put on a wall in a certain pattern and lighted 
from a certain angle without having to actually put the tiles on a wall. Not 
very difficult, but not spectacular, either. Looks like part of a pefectly 
ordinary tiled bathroom wall in RL, so mission accomplished.

Maybe you cut the heightfield into separate parts (according to height), 
color them individually and make a union of them? Seems a bit clumsy.

The vorient-function was unknown to me until now, thank you. Should be 
helpful.

Of course, I could discover all this by myself. But why invent the wheel a 
hunderth time when one could learn so much from example? It is just 
difficult how to find such an example, one that compiles and can be tinkered 
with. Problem is, Kirk's creation is probably way too complicated, even if 
he could be convinced to share...

"Alain" <aze### [at] qwertyorg> schrieb im Newsbeitrag 
news:4ac23101$1@news.povray.org...

>> Hi Kirk,
>>
>> this really looks nice. Would you perhaps be inclined to post the source? 
>> (Beg ;-)
>>
>> I am looking for a working example scene-file how to place random objects 
>> on a pov-scene or how to color the landscape-height field according to 
>> the actual height.
> Trace and acounting for the normal for the first.
> For the second, use the slope pattern. It depend on the actual slope, but 
> also, optionaly, on the altitude.
>>
>> Up to now I have only modeled very simple objects - no landscapes with 
>> plenty of objects that have to be placed randomly.
>
> The trace function is perfect for placing an object on another. Then, you 
> can use vorient() to orient the object acording to the local normal of 
> your surface.
>
>
> Alain


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From: Kirk Andrews
Subject: Re: Thank you, but... ;-)
Date: 29 Sep 2009 22:45:01
Message: <web.4ac2c552a7005b411322341f0@news.povray.org>
"TC" <do-not-reply@i-do get-enough-spam-already-2498.com> wrote:
> Thank you, but... ;-)
>
> yes, I know how it could be done in theory. But I am looking for a working
> example, preferably done by an expert like Kirk.

Well, I'm flattered, but if I'm an 'expert', then Alain certainly is!  But,
you're not the first to ask for a scene file, so I've made up an example scene
file with lots of comments as a kind of tutorial.  Enjoy!  When you make a nice
landscape, post it on the forum so we can see it.


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From: Kirk Andrews
Subject: Re: For lack of a ship
Date: 29 Sep 2009 22:50:01
Message: <web.4ac2c646c4237ba91322341f0@news.povray.org>
Aerial view of the same island:


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From: Dre
Subject: Re: Thank you, but... ;-)
Date: 29 Sep 2009 23:05:03
Message: <4ac2cadf$1@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> wrote in message 
news:web.4ac2c552a7005b411322341f0@news.povray.org...
> "TC" <do-not-reply@i-do get-enough-spam-already-2498.com> wrote:
>> Thank you, but... ;-)
>>
>> yes, I know how it could be done in theory. But I am looking for a 
>> working
>> example, preferably done by an expert like Kirk.
>
> Well, I'm flattered, but if I'm an 'expert', then Alain certainly is! 
> But,
> you're not the first to ask for a scene file, so I've made up an example 
> scene
> file with lots of comments as a kind of tutorial.  Enjoy!  When you make a 
> nice
> landscape, post it on the forum so we can see it.
>
Legendary :)

Cheers Dre


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From: m a r c
Subject: Re: For lack of a ship
Date: 30 Sep 2009 03:57:14
Message: <4ac30f5a@news.povray.org>

web.4ac2c646c4237ba91322341f0@news.povray.org...
> Aerial view of the same island:
>

Isn't Ben Linus that I can see from here? :-)
Good job !
I'll have to try proximity to make foam.
How did you use it for vegetation? no use of slope or normal?

Marc


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From: Thomas de Groot
Subject: Re: For lack of a ship
Date: 30 Sep 2009 05:37:05
Message: <4ac326c1$1@news.povray.org>
"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht 
news:web.4ac2c646c4237ba91322341f0@news.povray.org...
> Aerial view of the same island:
>

Really nice place for a holiday  :-)

Your tutorial scene ia also an eye opener for me. I do many things 
differently, but your methods are more elegant indeed. And I learn a couple 
of new things. Thanks a lot, Kirk!

Still, I am not sure how you use proximity for the foam, though...

Thomas


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