POV-Ray : Newsgroups : povray.binaries.animations : Martian Dust Storm, URL to the Mpeg : Re: Martian Dust Storm, URL to the Mpeg Server Time
5 Nov 2024 07:18:43 EST (-0500)
  Re: Martian Dust Storm, URL to the Mpeg  
From: omniVERSE
Date: 17 Jan 2000 02:21:08
Message: <3882c2e4@news.povray.org>
Gee, thanks, except now I'm regretting not keeping the original pov script I
used to make it.  I went on to try and get a more realistic sky for Mars
(anybody's guess there) and turbulent dust without such a fast motion clear and
semi-opaque media pattern in the same file and saved over the old file.  I can
only hope it gets better and not worse then.  At least I now have a height_field
now (isosurface didn't work out) and the hovercraft dust trail isn't causing
trouble with the ground fog because the fog is no longer used.
I sure wish I had saved the previous file under another name.  I might be
getting this other one uploaded in a day or two if all goes well.

Bob

"Remco de Korte" <rem### [at] xs4allnl> wrote in message
news:388223C1.D94C73BE@xs4all.nl...
> omniVERSE wrote:
> >
>
> This is a very impressive clip!
>
> Viewing tip: view it full screen.
> It makes the mpeg-artefacts a bit more obvious but also increases the
> effect of the animation.
>
> This is (among) the best short POV-animation(s) I have seen sofar.
>
> > I've started in on a try at making a dust storm on Mars:
> >  http://members.aol.com/persistenceofv/m_ds-ehc.mpg
> > and it's 849KB, a 300 frame 320X240 res. @ 24 fps Mpeg.
> > The turbulent "dust" is media using method 2 in MegaPOV patch.  There
> > is ground
> > fog used for the thickened haze nearer ground level which also grows
> > thicker and
> > closer as the storm front approaches.
> > It's in dire need of better timing (the dust is very fast for it's
> > size) and I
> > believe it only looks good right now if not scrutinized much.  The
> > escaping
> > hovercraft has a dust trail which uses a clear container object of
> > course for
> > it's media and the usual trouble with fog occurs, that being it no
> > longer
> > remains transparent. So that's a problem to deal with.  To have it
> > moving along
> > in the wind direction the cone container is just rotated some over the
> > course of
> > time.
>
> I don't really see the problems you bring up here. The hovercraft isn't
> really escaping or running in front of the storm but it obviously runs
> away from it diagonally, I imagine with a certain other destination.
> The dust storm doesn't seem to go to fast. I have never seen one in real
> life, and will probably never see one on Mars (is there such a thing?)
> but I thought this looked very convincing.
> That is my  reaction to the other things you mentioned here as well:
> probably if you study this up close you'll see a couple of things that
> may be unrealistic, but on the whole this looks more then acceptable. In
> these type of scenes I think realism isn't really an issue, it's more
> about effect (FX). The fact that you have the duststorm move in
> diagonally, the hovercraft escaping from it also diagonally (in both
> ways) gives this a disturbing dynamic feel, which is what this is about.
>
> > I'll be adding a height field or isosurface (more likely) so the
> > ground isn't a
> > flat plane anymore too.  And with that comes possible use of trace()
> > to keep the
> > hover craft from hitting the ground, I hope.
> > Please use your imagination, you'll need it.
>
> Nope. I have a feeling that the things you want to add here may look
> cool in stills but in such a short scene they might be redundant. On the
> other hand: YOU are the artist so you decide :)
> >
> > Bob
> > --
> > // omniVERSE
> > // http://users.aol.com/inversez/
>
> Remco


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