POV-Ray : Newsgroups : povray.binaries.images : Terrain, rocks, clouds generation Server Time
26 Dec 2024 13:35:43 EST (-0500)
  Terrain, rocks, clouds generation (Message 1 to 8 of 8)  
From: BayashiPascal
Subject: Terrain, rocks, clouds generation
Date: 11 Mar 2018 06:05:01
Message: <web.5aa4fe8787cf1b002320e7da0@news.povray.org>
Hi everybody,
I was working on noise generation at the beginning of the week, and to test my
code (in C) I did some terrains, rocks and clouds random generation, rendered
with POV-Ray of course. I haven't spent too much time on the POV side, as my
goal was only to validate my code in C. But it looks good enough to me to show
it here. If anyone is interested in, she/he may use what I did as a starting
point for something I guess/hope much better. I would be glad to help when
needed.
All the code is available on GitHub:
https://github.com/BayashiPascal/FracNoise
and for those who don't want to dive into the code there are two simplistic web
pages to generate yourself the same kind of rocks and clouds as those given in
example:
http://www.bayashiinjapan.net/CloudFactory/
http://www.bayashiinjapan.net/RockFactory/
Hoping it may be useful to someone.
Bye,
Pascal


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fracnoise.jpg


 

From: Thomas de Groot
Subject: Re: Terrain, rocks, clouds generation
Date: 11 Mar 2018 08:16:39
Message: <5aa51e27$1@news.povray.org>
On 11-3-2018 11:01, BayashiPascal wrote:
> Hi everybody,
> I was working on noise generation at the beginning of the week, and to test my
> code (in C) I did some terrains, rocks and clouds random generation, rendered
> with POV-Ray of course. I haven't spent too much time on the POV side, as my
> goal was only to validate my code in C. But it looks good enough to me to show
> it here. If anyone is interested in, she/he may use what I did as a starting
> point for something I guess/hope much better. I would be glad to help when
> needed.
> All the code is available on GitHub:
> https://github.com/BayashiPascal/FracNoise
> and for those who don't want to dive into the code there are two simplistic web
> pages to generate yourself the same kind of rocks and clouds as those given in
> example:
> http://www.bayashiinjapan.net/CloudFactory/
> http://www.bayashiinjapan.net/RockFactory/
> Hoping it may be useful to someone.
> Bye,
> Pascal
> 


Interesting. I am always interested in landscape/rock/cloud generating 
facilities. This reminds me a bit of programs like Wilbur or Terrabrush. 
I have never coded in C, so that is unavailable for me. However, your 
cloud and rock factories may be very useful for POV-Ray artists. I am 
busy with other things presently, but I shall most certainly return to 
them quite soon. Good work indeed.

-- 
Thomas


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From: BayashiPascal
Subject: Re: Terrain, rocks, clouds generation
Date: 12 Mar 2018 05:20:00
Message: <web.5aa64570a011e2d82320e7da0@news.povray.org>
Thank you Thomas for your kind comment.



Thomas de Groot <tho### [at] degrootorg> wrote:
> On 11-3-2018 11:01, BayashiPascal wrote:
> > Hi everybody,
> > I was working on noise generation at the beginning of the week, and to test my
> > code (in C) I did some terrains, rocks and clouds random generation, rendered
> > with POV-Ray of course. I haven't spent too much time on the POV side, as my
> > goal was only to validate my code in C. But it looks good enough to me to show
> > it here. If anyone is interested in, she/he may use what I did as a starting
> > point for something I guess/hope much better. I would be glad to help when
> > needed.
> > All the code is available on GitHub:
> > https://github.com/BayashiPascal/FracNoise
> > and for those who don't want to dive into the code there are two simplistic web
> > pages to generate yourself the same kind of rocks and clouds as those given in
> > example:
> > http://www.bayashiinjapan.net/CloudFactory/
> > http://www.bayashiinjapan.net/RockFactory/
> > Hoping it may be useful to someone.
> > Bye,
> > Pascal
> >
>
>
> Interesting. I am always interested in landscape/rock/cloud generating
> facilities. This reminds me a bit of programs like Wilbur or Terrabrush.
> I have never coded in C, so that is unavailable for me. However, your
> cloud and rock factories may be very useful for POV-Ray artists. I am
> busy with other things presently, but I shall most certainly return to
> them quite soon. Good work indeed.
>
> --
> Thomas


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From: chazy
Subject: Re: Terrain, rocks, clouds generation
Date: 24 Mar 2018 12:20:01
Message: <web.5ab679f7a011e2d882b6479b0@news.povray.org>
"BayashiPascal" <Pas### [at] BayashiInJapannet> wrote:
> Hi everybody,
> I was working on noise generation at the beginning of the week, and to test my
> code (in C) I did some terrains, rocks and clouds random generation, rendered
> with POV-Ray of course. I haven't spent too much time on the POV side, as my
> goal was only to validate my code in C. But it looks good enough to me to show
> it here. If anyone is interested in, she/he may use what I did as a starting
> point for something I guess/hope much better. I would be glad to help when
> needed.
> All the code is available on GitHub:
> https://github.com/BayashiPascal/FracNoise
> and for those who don't want to dive into the code there are two simplistic web
> pages to generate yourself the same kind of rocks and clouds as those given in
> example:
> http://www.bayashiinjapan.net/CloudFactory/
> http://www.bayashiinjapan.net/RockFactory/
> Hoping it may be useful to someone.
> Bye,
> Pascal

Excellent work!  I would like to try to compile your software but found some of
the include files were missing, i.e. shapoid.h, gset.h, pbmath.h...

Could you include them on GitHub?


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From: Sven Littkowski
Subject: Re: Terrain, rocks, clouds generation
Date: 24 Mar 2018 16:20:21
Message: <5ab6b305$1@news.povray.org>
Can it create a wide river with land on both sides?

---

http://www.avg.com


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From: BayashiPascal
Subject: Re: Terrain, rocks, clouds generation
Date: 24 Mar 2018 19:45:01
Message: <web.5ab6e1baa011e2d82320e7da0@news.povray.org>
Thank you !
Everything is already on GitHub. Look at the other repositories of my account:
https://github.com/BayashiPascal/
It certainly lacks of detailed explanations but the code is commented, and there
are doc and examples of use for each function in every repo.
Don't hesitate to ask me for more help: Pas### [at] BayashiInJapannet



"chazy" <cha### [at] googlemailcom> wrote:
> "BayashiPascal" <Pas### [at] BayashiInJapannet> wrote:
> > Hi everybody,
> > I was working on noise generation at the beginning of the week, and to test my
> > code (in C) I did some terrains, rocks and clouds random generation, rendered
> > with POV-Ray of course. I haven't spent too much time on the POV side, as my
> > goal was only to validate my code in C. But it looks good enough to me to show
> > it here. If anyone is interested in, she/he may use what I did as a starting
> > point for something I guess/hope much better. I would be glad to help when
> > needed.
> > All the code is available on GitHub:
> > https://github.com/BayashiPascal/FracNoise
> > and for those who don't want to dive into the code there are two simplistic web
> > pages to generate yourself the same kind of rocks and clouds as those given in
> > example:
> > http://www.bayashiinjapan.net/CloudFactory/
> > http://www.bayashiinjapan.net/RockFactory/
> > Hoping it may be useful to someone.
> > Bye,
> > Pascal
>
> Excellent work!  I would like to try to compile your software but found some of
> the include files were missing, i.e. shapoid.h, gset.h, pbmath.h...
>
> Could you include them on GitHub?


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From: BayashiPascal
Subject: Re: Terrain, rocks, clouds generation
Date: 24 Mar 2018 19:45:02
Message: <web.5ab6e2f3a011e2d82320e7da0@news.povray.org>
Technically yes, but you would have to write the code for that. FracNoise is a
library not a software by itself.
If you need help and can be more specific I would be glad to help you writing
the specific code for the scene you're thinking of.


Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> Can it create a wide river with land on both sides?
>
> ---

> http://www.avg.com


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From: BayashiPascal
Subject: Re: Terrain, rocks, clouds generation
Date: 27 Mar 2018 09:45:00
Message: <web.5aba49d6a011e2d82320e7da0@news.povray.org>
Sven Littkowski >

So, here comes an example. The red box would be your boat (would it be
75mx15mx8m) and the yellow cylinder represents a 1.75m tall human. The rest is
randomly generated. Bumpy areas are rocks outcrop, just to break a little the
monotony of the ground around. Top and bottom images are 360 deg. views of
someone standing at the center of the boat.


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riverbank00.jpg


 

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