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Hi,
i made a more or less natural looking model of the lighthouse of Blavand
in Denmark. Now i want to make the terrain (hills, grass, bushes etc.,
cliff ), but i don't know, how to do. I tried making a heightfield with
wilbur. It works so far but is miles away from that, what i want looking
it. I`m mostly using Moray. Tried to attach grass with the grass plugin
from Keith (?). But how can i project the grass to the heightfield? Is
it better using isosurfaces? (i`m not familliar with that, but i think i
have to start working with that).
Perhaps someone can guide me to some links that can help me a bit with
that problem?
best wishes,
Robert
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news:3B18CE85.88574B1C@exmail.de...
> i made a more or less natural looking model of the lighthouse of Blavand
> in Denmark. Now i want to make the terrain (hills, grass, bushes etc.,
> cliff ), but i don't know, how to do. I tried making a heightfield with
> wilbur. It works so far but is miles away from that, what i want looking
> it. I`m mostly using Moray. Tried to attach grass with the grass plugin
> from Keith (?). But how can i project the grass to the heightfield? Is
> it better using isosurfaces? (i`m not familliar with that, but i think i
> have to start working with that).
>
> Perhaps someone can guide me to some links that can help me a bit with
> that problem?
I can't think of a link but slope dependant texturing should do good, you
can maybe map the grass to the surface better that way. Use 'eval_pigment'
and 'trace' for example. I haven't done it though you'll need to be using
MegaPOV. Seems someone has, so maybe they'll stop by to tell how.
Bob H.
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> I can't think of a link but slope dependant texturing should do good, you
> can maybe map the grass to the surface better that way. Use 'eval_pigment'
> and 'trace' for example. I haven't done it though you'll need to be using
> MegaPOV. Seems someone has, so maybe they'll stop by to tell how.
>
> Bob H.
Thanks, Bob,
i think, i have to work at MegaPOV. Unfortunately, in the moment, it is beyond
my skills :(. Seems, that i can't turn around from hand coding?
Anyway, thanks..
Robert
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>Hi,
>i made a more or less natural looking model of the lighthouse of Blavand
>in Denmark. Now i want to make the terrain (hills, grass, bushes etc.,
>cliff ), but i don't know, how to do. I tried making a heightfield with
>wilbur. It works so far but is miles away from that, what i want looking
>it. I`m mostly using Moray. Tried to attach grass with the grass plugin
>from Keith (?). But how can i project the grass to the heightfield? Is
>it better using isosurfaces? (i`m not familliar with that, but i think i
>have to start working with that).
For placing grass you probably want the trace function, have a look in
the news groups povray.texc.scene-files, and povray.binaries.scene-files
for some examples of how other people do it. You're probably going to
have to manually edit your pov file to get the results that you're after.
>
>Perhaps someone can guide me to some links that can help me a bit with
>that problem?
There are others around here thant know more about this than myself, so
no doubt you'll get some better answers than this:-)
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
1:04pm up 120 days, 13:53, 2 users, load average: 1.40, 1.25, 1.11
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In article <3b18e9ea@news.povray.org>, "Bob H." <omn### [at] msncom>
wrote:
> I can't think of a link but slope dependant texturing should do good, you
> can maybe map the grass to the surface better that way. Use 'eval_pigment'
> and 'trace' for example. I haven't done it though you'll need to be using
> MegaPOV. Seems someone has, so maybe they'll stop by to tell how.
The eval_pigment() and eval_pattern() functions won't work with the
slope pattern...the slope pattern requires a ray intersection with a
surface, but those functions only provide a point.
However, you could use other patterns to provide variation in the grass
through the eval_*() functions, and use the trace() function to
implement your own slope-dependant placement. A better idea might be to
just use one of the grass includes...I'm sure there is one with this
stuff already implemented.
--
Christopher James Huff - chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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In article <3B18F9E2.B3851574@exmail.de>,
Robert Gunther <rgu### [at] exmailde> wrote:
> i think, i have to work at MegaPOV. Unfortunately, in the moment, it is beyond
> my skills :(. Seems, that i can't turn around from hand coding?
Afraid not...it's really the only way to get the most out of POV.
--
Christopher James Huff - chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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In article <3B18CE85.88574B1C@exmail.de>,
Robert Gunther <rgu### [at] exmailde> wrote:
> Is it better using isosurfaces?
Isosurfaces don't have the resolution problems of height fields, and are
far more flexible, but can be a lot slower. One problem with height
fields is that you are limited to upward-facing surfaces, vertical or
very steep surfaces usually show artifacts, and you can forget about
overhanging parts of the terrain...no caves, unless you do some fancy
work with multiple height fields.
You weren't specific about your problems with the terrain...is it
texturing, the shape of the land, triangle artifacts...
--
Christopher James Huff - chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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: It works so far but is miles away from that, what i want looking it.
Then you'll have to use the 'translate' command to move it closer ;)
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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"Chris Huff" <chr### [at] maccom> wrote in message
news:chr### [at] povrayorg...
>
> The eval_pigment() and eval_pattern() functions won't work with the
> slope pattern...the slope pattern requires a ray intersection with a
> surface, but those functions only provide a point.
Scratch that off the list then.
> However, you could use other patterns to provide variation in the grass
> through the eval_*() functions, and use the trace() function to
> implement your own slope-dependant placement. A better idea might be to
> just use one of the grass includes...I'm sure there is one with this
> stuff already implemented.
Was counting on there being some way, the more difficult and the easier.
Bob H.
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> Many thanks to all for the feedback!
obviously i have to learn handcoding with povray ;-). A new challenge to me!
Concerning the grass on my heightfield, i tried out the code from Alan
Holding. It works very fine to me. Thanks Alan, for the code. Unfortunately
i think my compi has not enough memory. 128 MB seems to be to less when i
set up the grass variable above 50000.
Nevertheless, i will try to understand the code, so that i can broaden my
skills.
furthermore, there is lot to understand concerning slope texturing. My
heightfield has some kind of path leading to the lighthouse. Assuming, i
want all the heightfield textured with some kind of sand texture (added with
grass, like a dune) exept the path. This should look like gravel or
something in that way. I think, there is a possibility to do that. But
again, behind my skills...
hints are apprechiated ;-)
best wishes,
Robert
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