POV-Ray : Newsgroups : povray.binaries.tutorials : Sand material Server Time
29 Mar 2024 05:05:09 EDT (-0400)
  Sand material (Message 1 to 5 of 5)  
From: motorsep
Subject: Sand material
Date: 3 Apr 2006 12:05:01
Message: <web.4431469749000c311ad8c3f10@news.povray.org>
Hi,

Here is what they have for 3DS MAX:
http://www.rebelthink.com/images/natshaders/images/old/Sand_RENDER.jpg
http://www.rebelthink.com/images/natshaders/images/new/Sand_Daylight_HI.jpg

How can I achive such effect with Povray?
Maybe somebody have pre-made sand material or can create one?

Thank you.


Post a reply to this message

From: nemesis
Subject: Re: Sand material
Date: 5 Apr 2006 09:45:00
Message: <web.4433c98e346423ceb9f2542f0@news.povray.org>
"motorsep" <nomail@nomail> wrote:
> Here is what they have for 3DS MAX:
> http://www.rebelthink.com/images/natshaders/images/old/Sand_RENDER.jpg
> http://www.rebelthink.com/images/natshaders/images/new/Sand_Daylight_HI.jpg
>
> How can I achive such effect with Povray?

I'm guessing a heightfield, atmospheric media and scattering media inside
the heightfield to simulate subsurface scattering will do the job.

this irtc image shows sand without subsurface scattering:
http://www.irtc.org/ftp/pub/stills/2004-08-31/em_giza.jpg

some stupid media is used here:
http://www.irtc.org/ftp/pub/stills/2005-02-28/adsub.jpg

and here is a better use of atmospheric media to convey a nice effect:
http://www.irtc.org/ftp/pub/stills/2002-08-31/tnw_icla.jpg

Unfortunately, none of the pictures show scattering media inside the
heightfield.  Like, say, inside the transparent difference of the
heightfield against a barely scaled version of itself.  Is that possible?


Post a reply to this message

From: Arne Kleinophorst
Subject: Re: Sand material
Date: 6 Apr 2006 03:29:06
Message: <4434c342$1@news.povray.org>
motorsep schrieb:
> Hi,
> 
> Here is what they have for 3DS MAX:
> http://www.rebelthink.com/images/natshaders/images/old/Sand_RENDER.jpg
> http://www.rebelthink.com/images/natshaders/images/new/Sand_Daylight_HI.jpg
> 
> How can I achive such effect with Povray?
> Maybe somebody have pre-made sand material or can create one?
> 
> Thank you.
> 

Hmm, for the Shader-effect with the daylight Pic, i would try to 
experiment with a ground fog with some turbulence. It won't be correct 
on the surface but you might get a similar effect.

Arne


Post a reply to this message

From: motorsep
Subject: Re: Sand material
Date: 2 May 2006 00:10:01
Message: <web.4456db55346423ceb329cc9a0@news.povray.org>
thanks guys. I will experiment with that stuff..


Post a reply to this message

From: Allen
Subject: Re: Sand material
Date: 10 Apr 2007 02:55:01
Message: <web.461b34a5346423ceb2e45a780@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> "motorsep" <nomail@nomail> wrote:
> > Here is what they have for 3DS MAX:
> > http://www.rebelthink.com/images/natshaders/images/old/Sand_RENDER.jpg
> > http://www.rebelthink.com/images/natshaders/images/new/Sand_Daylight_HI.jpg
> >
> > How can I achive such effect with Povray?
>
> I'm guessing a heightfield, atmospheric media and scattering media inside
> the heightfield to simulate subsurface scattering will do the job.
>
> this irtc image shows sand without subsurface scattering:
> http://www.irtc.org/ftp/pub/stills/2004-08-31/em_giza.jpg
>
> some stupid media is used here:
> http://www.irtc.org/ftp/pub/stills/2005-02-28/adsub.jpg
>
> and here is a better use of atmospheric media to convey a nice effect:
> http://www.irtc.org/ftp/pub/stills/2002-08-31/tnw_icla.jpg
>
> Unfortunately, none of the pictures show scattering media inside the
> heightfield.  Like, say, inside the transparent difference of the
> heightfield against a barely scaled version of itself.  Is that possible?

~~~~~~~~~~~~

Cool, You found my crap sub image.  I've found another way to do sand that
looks good.  I'm just unable to really test it due to my raytracing pc
catching fire.

Take a Heightfield that looks like the dunes you wish to create.  Make this
like a declaration so it doesn't appear.  The reason for this is because
you want to trace the entire surface with billions of random spheres.  This
should give the effect you are looking for.  If not spheres, use cubes for a
crystal look.

When the camera is close, you can see individual sand crystals.  At a
distance it looks like dunes.  But if done right, each cube will reflect
light like sand would as well.  Just experiment with this idea and it will
work out.

Tim's idea on his iceland image works very well as well.  Use two
heightfields and fill the space between with media.  But have one
heightfield below to give the presence of ground.

Hope this helps
~Allen


Post a reply to this message

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