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From: Metal Mickey
Subject: Realistic Sky, Lake, Pine Trees, Grass and Wheat Field needed....
Date: 27 Feb 2000 08:28:19
Message: <38b92673@news.povray.org>
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Can any one suggest how I can produce REALISTIC versions of the following:
a) Sky with clouds.
b) An animated lake with moving water.
c) Pine trees (Maybe that can be animated to simulate blowing in the wind).
d) Short green grass.
e) A wheat field (That can be animated to simulate blowing in the wind).
Some or all of the above will be included in a 3 minute animation that will
be included on a new POV-Ray user site.
Please e-mail any suggestions to me and I will give you a mention on the
final animation credits.
Thanks in advance
Mickey
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From: Ken
Subject: Re: Realistic Sky, Lake, Pine Trees, Grass and Wheat Field needed....
Date: 27 Feb 2000 08:37:23
Message: <38B92826.70E22A4@pacbell.net>
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Metal Mickey wrote:
>
> Can any one suggest how I can produce REALISTIC versions of the following:
>
> a) Sky with clouds.
Skies.inc that comes with POV-Ray plus you can look at the following
tutorial. How to make it animated is left to the creative artist...
http://members.xoom.com/POVRAY3/index2.html
> c) Pine trees (Maybe that can be animated to simulate blowing in the wind).
The POV-Ray objects collection has an include file called xtree.inc by
Remco DeKorte that makes a very realistic Pine tree. Animation will again
be an exersize left to the creative artist
http://povobjects.virtualave.net/
> d) Short green grass.
A Grass include file can be found here -
http://www.spiritone.com/~english/cyclopedia/grass.html
> e) A wheat field (That can be animated to simulate blowing in the wind).
See answer to d. Change color and height of grass patches. Animating
this will be an exersize for...
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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From: Ken
Subject: Re: Realistic Sky, Lake, Pine Trees, Grass and Wheat Field needed....
Date: 28 Feb 2000 02:51:06
Message: <38BA2882.2079E145@pacbell.net>
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Metal Mickey wrote:
> b) An animated lake with moving water.
There is a tutorial available on this subject -
http://www.cstech.fr/~babin/babin/frames/frm-pov-en.htm
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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From: Josh English
Subject: Re: Realistic Sky, Lake, Pine Trees, Grass and Wheat Field needed....
Date: 28 Feb 2000 11:59:55
Message: <38BAAA0C.3199DA9B@spiritone.com>
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Me? I've thought of animating the grasspatch, but I have no idea how to apply
consisent transformations to all those splines...
Josh
Ken wrote:
> Metal Mickey wrote:
> >
> > Can any one suggest how I can produce REALISTIC versions of the following:
> >
> > a) Sky with clouds.
>
> Skies.inc that comes with POV-Ray plus you can look at the following
> tutorial. How to make it animated is left to the creative artist...
>
> http://members.xoom.com/POVRAY3/index2.html
>
> > c) Pine trees (Maybe that can be animated to simulate blowing in the wind).
>
> The POV-Ray objects collection has an include file called xtree.inc by
> Remco DeKorte that makes a very realistic Pine tree. Animation will again
> be an exersize left to the creative artist
>
> http://povobjects.virtualave.net/
>
> > d) Short green grass.
>
> A Grass include file can be found here -
>
> http://www.spiritone.com/~english/cyclopedia/grass.html
>
> > e) A wheat field (That can be animated to simulate blowing in the wind).
>
> See answer to d. Change color and height of grass patches. Animating
> this will be an exersize for...
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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In article <38BAAA0C.3199DA9B@spiritone.com>, Josh English
<eng### [at] spiritonecom> wrote:
> Me? I've thought of animating the grasspatch, but I have no idea how
> to apply consisent transformations to all those splines...
Hmm, if it uses MegaPOV, then you might be able to do something with
vtransform(), vturbulence(), eval_pattern(), eval_pigment(), or any
combination of these...
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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From: Josh English
Subject: Re: Realistic Sky, Lake, Pine Trees, Grass and Wheat Field needed....
Date: 28 Feb 2000 18:58:12
Message: <38BB0C0C.91144244@spiritone.com>
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I suspect those are above my head, the problem is that grasspatch makes a
whole bunch of individual splines. I can move all of them uniformly, but
it probably won't look as good.
Josh
Chris Huff wrote:
> In article <38BAAA0C.3199DA9B@spiritone.com>, Josh English
> <eng### [at] spiritonecom> wrote:
>
> > Me? I've thought of animating the grasspatch, but I have no idea how
> > to apply consisent transformations to all those splines...
>
> Hmm, if it uses MegaPOV, then you might be able to do something with
> vtransform(), vturbulence(), eval_pattern(), eval_pigment(), or any
> combination of these...
>
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/
--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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In article <38BB0C0C.91144244@spiritone.com>, Josh English
<eng### [at] spiritonecom> wrote:
> I suspect those are above my head, the problem is that grasspatch makes a
> whole bunch of individual splines. I can move all of them uniformly, but
> it probably won't look as good.
Actually, they are pretty simple:
The first function, vtransform(), just applies a transform like
scale, rotate, translate, matrix, or a sequence of these in a transform
{} block to a point vector, moving it as they would an object.
The vturbulence() function applies turbulence to a point vector. If
you used this in the calculations for the grass positions, it would be
the same as turbulating the grass.
The eval_pattern() function takes a point vector and a pattern, and
returns the value at that point(between 0 and 1 for most patterns,
although there are exceptions).
The eval_pigment() function does the same thing, except that it
takes a pigment instead of a pattern and returns a rgb color vector. If
you use position vectors in the color_map of the pigment and use the
result of the function in your calculations for the grass, you could
simulate things like waving grass.
Or you could use a combination of these, like vturbulence() with
eval_pattern() controlling the amount of turbulence.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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From: Mark Wagner
Subject: Re: Realistic Sky, Lake, Pine Trees, Grass and Wheat Field needed....
Date: 29 Feb 2000 00:53:18
Message: <38bb5ece@news.povray.org>
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Chris Huff wrote in message ...
>In article <38BAAA0C.3199DA9B@spiritone.com>, Josh English
><eng### [at] spiritonecom> wrote:
>
>> Me? I've thought of animating the grasspatch, but I have no idea how
>> to apply consisent transformations to all those splines...
>
>Hmm, if it uses MegaPOV, then you might be able to do something with
>vtransform(), vturbulence(), eval_pattern(), eval_pigment(), or any
>combination of these...
eval_pattern() scanning a ripples or waves pattern should make a good ripple
effect in the grass.
Mark
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