POV-Ray : Newsgroups : povray.binaries.images : Checker Lanscape : Re: Checker Lanscape Server Time
4 Oct 2024 13:11:31 EDT (-0400)
  Re: Checker Lanscape  
From: Spider
Date: 26 Mar 1999 19:30:32
Message: <36FC25A6.AAFAB55A@bahnhof.se>
Just to give some perspective.
This was in win95, 64mb SDRAM, POV as SHELL
I did another render, without the water mesh.
it took about 60 mins.


Spider wrote:
> 
> Ahh, here I go again. :-)
> 
> I've been working on a macro to create a landscape from an array, with several
> different realisatoin types..
> 
> This landscape is a two parted thing in a rather high resolution for the array.
> 200x200 poitns for the land, and 300x300 for the sea. The land is parsed with a
> few macros to create heights, and shallows on different points, with a equation
> to change theese.
> Let me describe it.
> First, initzialise the array for the ground. create another, exact duplicate of
> this.
> in the copy, select a point and "raise" this using the length from this point to
> the others, together with a function to "smooth" or in other ways change it.
> Then, change the layout so all points are >0. find the highest point, and scale
> everything down to the range 0..1 . This will make sure that the diffrerent
> functions all have a equal effect on the landscape. After this, add to the big
> landscape array.
> 
> Doing this with some points, will make the global landscape have several effects
> applied to them. Then, I scale all points down to the range 0..1, and create a
> output from this. The output is in the scale 0..1 in x,y and z, just like a
> heightfield.
> 
> I'm still working on this, but may clean it up for a release someday. Currently
> I haven't worked on the smooth_triangle output yet.
> 
> the sea is a specific hack, not using the same function as the land, but I will
> change this so it has the same possibilities.
> 
> This method is rather flexible in the resolution, since all coordinates are
> applyable to a "virtual" grid, and therefore I can increase the scale of the
> arrays, thus getting a higher resolution(more triangles, or whatever).
> 
> statistics:
> Sea array: 300x300. 177 608 triangles in a mesh. This is totally unecessary.
> World array: 200x200,  40000 boxes.
> 
> Well, this takes the checker plane into 3D... :-)
> 
> as you see, the sea mesh is not necessary, but this was a test render...
> And more, I can optimize the other out-puts as well, but I don't really have the
> time now. Just giving a slight taste of what I'm working on.
> 
> --
> //Spider
>         [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> What I can do and what I could do, I just don't know anymore
>                 "Marian"
>         By: "Sisters Of Mercy"

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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