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6 plants made from smooth triangle billboards. These render much faster than the
clipped sphere approach I was originally using. Scene file posted.
Miller
Post a reply to this message
Attachments:
Download 'pov_sprite.png' (1265 KB)
Preview of image 'pov_sprite.png'
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Le 2023-11-10 à 23:11, Mike Miller a écrit :
> 6 plants made from smooth triangle billboards. These render much faster than the
> clipped sphere approach I was originally using. Scene file posted.
> Miller
>
Those are nice. Make them into mesh to use the instanciation feature of
the meshes.
So, instead of :
#declare ST_leaf =
union {
//--left 1/2
smooth_triangle { p11, n1, p4, n1, p6, n1 }
smooth_triangle { p11, n1, p10, n1, p4, n1 }
smooth_triangle { p9, n1, p10, n1, p11, n1 }
smooth_triangle { p9, n1, p8, n1, p10, n1 }
smooth_triangle { p15, n1, p8, n1, p9, n1 }
smooth_triangle { p15, n1, p14, n1, p8, n1 }
smooth_triangle { p2, n1, p15, n1, p5, n1 }
smooth_triangle { p2, n1, p14, n1, p15, n1 }
//--right 1/2
smooth_triangle { p11, n5, p3, n5, p12, n5 }
smooth_triangle { p11, n5, p6, n5, p3, n5 }
smooth_triangle { p9, n5, p12, n5, p7, n5 }
smooth_triangle { p9, n5, p11, n5, p12, n5 }
smooth_triangle { p15, n5, p7, n5, p13, n5 }
smooth_triangle { p15, n5, p9, n5, p7, n5 }
smooth_triangle { p1, n5, p15, n5, p13, n5 }
smooth_triangle { p1, n5, p5, n5, p15, n5 }
}
Use this :
#declare ST_leaf =
mesh{
//--left 1/2
smooth_triangle { p11, n1, p4, n1, p6, n1 }
smooth_triangle { p11, n1, p10, n1, p4, n1 }
smooth_triangle { p9, n1, p10, n1, p11, n1 }
smooth_triangle { p9, n1, p8, n1, p10, n1 }
smooth_triangle { p15, n1, p8, n1, p9, n1 }
smooth_triangle { p15, n1, p14, n1, p8, n1 }
smooth_triangle { p2, n1, p15, n1, p5, n1 }
smooth_triangle { p2, n1, p14, n1, p15, n1 }
//--right 1/2
smooth_triangle { p11, n5, p3, n5, p12, n5 }
smooth_triangle { p11, n5, p6, n5, p3, n5 }
smooth_triangle { p9, n5, p12, n5, p7, n5 }
smooth_triangle { p9, n5, p11, n5, p12, n5 }
smooth_triangle { p15, n5, p7, n5, p13, n5 }
smooth_triangle { p15, n5, p9, n5, p7, n5 }
smooth_triangle { p1, n5, p15, n5, p13, n5 }
smooth_triangle { p1, n5, p5, n5, p15, n5 }
}
That way, you can place 1000's of copies of the same plant that'll use
only the storage for a single one.
Post a reply to this message
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Alain Martel <kua### [at] videotronca> wrote:
> > 6 plants made from smooth triangle billboards. These render much faster than the
> > clipped sphere approach I was originally using. Scene file posted.
> > Miller
> >
> Those are nice. Make them into mesh to use the instanciation feature of
> the meshes.
> So, instead of :
> #declare ST_leaf =
> union {
> //--left 1/2
> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> //--right 1/2
> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> }
>
> Use this :
> #declare ST_leaf =
> mesh{
> //--left 1/2
> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> //--right 1/2
> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> }
>
> That way, you can place 1000's of copies of the same plant that'll use
> only the storage for a single one.
Alain,
thank you so much! I will definitely fix that. It's been a long time since I
worked with triangles in POV...
I have a new problem ..haha. Now that I've converted these billboards to smooth
triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
snippet of a rendering I did last night using these plants in my nest scene.
Billboards that cross in front the water renders without fog. Strange...may just
give up on using them in this scene. :-)
Mike
Post a reply to this message
Attachments:
Download 'pavilion_weed.png' (2711 KB)
Preview of image 'pavilion_weed.png'
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Le 2023-11-11 à 09:22, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>> clipped sphere approach I was originally using. Scene file posted.
>>> Miller
>>>
>> Those are nice. Make them into mesh to use the instanciation feature of
>> the meshes.
>> So, instead of :
>> #declare ST_leaf =
>> union {
>> //--left 1/2
>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>> //--right 1/2
>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>> }
>>
>> Use this :
>> #declare ST_leaf =
>> mesh{
>> //--left 1/2
>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>> //--right 1/2
>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>> }
>>
>> That way, you can place 1000's of copies of the same plant that'll use
>> only the storage for a single one.
>
>
> Alain,
> thank you so much! I will definitely fix that. It's been a long time since I
> worked with triangles in POV...
>
> I have a new problem ..haha. Now that I've converted these billboards to smooth
> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> snippet of a rendering I did last night using these plants in my nest scene.
> Billboards that cross in front the water renders without fog. Strange...may just
> give up on using them in this scene. :-)
> Mike
>
>
Triangles do have an interior and an exterior. Try using hollow. It MAY
help... Or not.
mesh{ ...
...
...
hollow
}
Next, you may be faced with the tracing and sampling of that fog. Here,
the presence or absence of turbulence is probably not a factor.
You may need to use scattering media with the render time taking a
serious hit.
But, yes. Fog and media tend to not play nice with transparency.
Post a reply to this message
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Alain Martel <kua### [at] videotronca> wrote:
> > Alain Martel <kua### [at] videotronca> wrote:
> >>> 6 plants made from smooth triangle billboards. These render much faster than the
> >>> clipped sphere approach I was originally using. Scene file posted.
> >>> Miller
> >>>
> >> Those are nice. Make them into mesh to use the instanciation feature of
> >> the meshes.
> >> So, instead of :
> >> #declare ST_leaf =
> >> union {
> >> //--left 1/2
> >> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> >> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> >> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> >> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> >> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> >> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> >> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> >> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> >> //--right 1/2
> >> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> >> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> >> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> >> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> >> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> >> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> >> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> >> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> >> }
> >>
> >> Use this :
> >> #declare ST_leaf =
> >> mesh{
> >> //--left 1/2
> >> smooth_triangle { p11, n1, p4, n1, p6, n1 }
> >> smooth_triangle { p11, n1, p10, n1, p4, n1 }
> >> smooth_triangle { p9, n1, p10, n1, p11, n1 }
> >> smooth_triangle { p9, n1, p8, n1, p10, n1 }
> >> smooth_triangle { p15, n1, p8, n1, p9, n1 }
> >> smooth_triangle { p15, n1, p14, n1, p8, n1 }
> >> smooth_triangle { p2, n1, p15, n1, p5, n1 }
> >> smooth_triangle { p2, n1, p14, n1, p15, n1 }
> >> //--right 1/2
> >> smooth_triangle { p11, n5, p3, n5, p12, n5 }
> >> smooth_triangle { p11, n5, p6, n5, p3, n5 }
> >> smooth_triangle { p9, n5, p12, n5, p7, n5 }
> >> smooth_triangle { p9, n5, p11, n5, p12, n5 }
> >> smooth_triangle { p15, n5, p7, n5, p13, n5 }
> >> smooth_triangle { p15, n5, p9, n5, p7, n5 }
> >> smooth_triangle { p1, n5, p15, n5, p13, n5 }
> >> smooth_triangle { p1, n5, p5, n5, p15, n5 }
> >> }
> >>
> >> That way, you can place 1000's of copies of the same plant that'll use
> >> only the storage for a single one.
> >
> >
> > Alain,
> > thank you so much! I will definitely fix that. It's been a long time since I
> > worked with triangles in POV...
> >
> > I have a new problem ..haha. Now that I've converted these billboards to smooth
> > triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> > snippet of a rendering I did last night using these plants in my nest scene.
> > Billboards that cross in front the water renders without fog. Strange...may just
> > give up on using them in this scene. :-)
> > Mike
> >
> >
>
> Triangles do have an interior and an exterior. Try using hollow. It MAY
> help... Or not.
>
> mesh{ ...
> ...
> ...
> hollow
> }
>
> Next, you may be faced with the tracing and sampling of that fog. Here,
> the presence or absence of turbulence is probably not a factor.
> You may need to use scattering media with the render time taking a
> serious hit.
>
> But, yes. Fog and media tend to not play nice with transparency.
Just tried your suggestion of using hollow in the mesh statement - It worked!
Thank you so much...just about to give up. :-)
Mike.
Post a reply to this message
Attachments:
Download 'triangles_working.png' (910 KB)
Preview of image 'triangles_working.png'
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Le 2023-11-12 à 09:34, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>> Le 2023-11-11 à 09:22, Mike Miller a écrit :
>>> Alain Martel <kua### [at] videotronca> wrote:
>>>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>>>> clipped sphere approach I was originally using. Scene file posted.
>>>>> Miller
>>>>>
>>>> Those are nice. Make them into mesh to use the instanciation feature of
>>>> the meshes.
>>>> So, instead of :
>>>> #declare ST_leaf =
>>>> union {
>>>> //--left 1/2
>>>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>>>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>>>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>>>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>>>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>>>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>>>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>>>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>>>> //--right 1/2
>>>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>>>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>>>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>>>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>>>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>>>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>>>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>>>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>>>> }
>>>>
>>>> Use this :
>>>> #declare ST_leaf =
>>>> mesh{
>>>> //--left 1/2
>>>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>>>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>>>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>>>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>>>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>>>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>>>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>>>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>>>> //--right 1/2
>>>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>>>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>>>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>>>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>>>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>>>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>>>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>>>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>>>> }
>>>>
>>>> That way, you can place 1000's of copies of the same plant that'll use
>>>> only the storage for a single one.
>>>
>>>
>>> Alain,
>>> thank you so much! I will definitely fix that. It's been a long time since I
>>> worked with triangles in POV...
>>>
>>> I have a new problem ..haha. Now that I've converted these billboards to smooth
>>> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
>>> snippet of a rendering I did last night using these plants in my nest scene.
>>> Billboards that cross in front the water renders without fog. Strange...may just
>>> give up on using them in this scene. :-)
>>> Mike
>>>
>>>
>>
>> Triangles do have an interior and an exterior. Try using hollow. It MAY
>> help... Or not.
>>
>> mesh{ ...
>> ...
>> ...
>> hollow
>> }
>>
>> Next, you may be faced with the tracing and sampling of that fog. Here,
>> the presence or absence of turbulence is probably not a factor.
>> You may need to use scattering media with the render time taking a
>> serious hit.
>>
>> But, yes. Fog and media tend to not play nice with transparency.
>
> Just tried your suggestion of using hollow in the mesh statement - It worked!
> Thank you so much...just about to give up. :-)
> Mike.
>
>
>
>
GREAT !😎🎉
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