POV-Ray : Newsgroups : povray.binaries.images : Cheap Grass : Re: Cheap Grass Server Time
17 Aug 2024 20:17:19 EDT (-0400)
  Re: Cheap Grass  
From: Jan Walzer
Date: 22 Sep 2001 20:51:18
Message: <3bad3206$1@news.povray.org>
"Rune" <run### [at] mobilixnetdk> schrieb im Newsbeitrag
news:3bacbd42@news.povray.org...
> "Tony[B]" wrote:
> > I think the white and brownish lines are what give it away.
> > That, and the fact that there is no fuzziness on the horizon.
>
> Perhaps the attached version is slightly better?
>
> > Nice though. :)
>
> Thanks! :)
>
> Can anyone guess the trick I used?
>


I think, if it isn't a material/pigment-map,than maybe either an Isosurf or
Media, but both of them would be slow ... I don't see any artefacts of fast
mediasettings, but it seems to have some volume (as you can see at the edges
of the path)

at least it inspired me to the following 15mins hack (most time was waiting)
could you tell, if it's the right direction ?

-------------------
// place some camera and lights here ...

plane { // ground and  lower limit of the container
  y, 0
  pigment { color rgb <0.7,0.5,0.3> }
}

difference { // this should be the container of the grass
    plane {y, 0.1}
    torus {3,0.3 scale y*20 translate x+1} // cut the path out of this ...

    hollow    // of course, we are playing with media
    pigment { color rgbt <0,0,0,1> }  // we ONLY play with media !
    finish { ambient 0 diffuse 0}     //  --------"-------------

    interior {
        media {        // here we go ...
            absorption 35   // we have small features ...
            samples 128,128   // and so we need much samples
            density {
                bozo        // I think every pattern playes well
                color_map { // one part of the secret is the colormap
                    [0, color rgb 0]     //  85% nothing happens
                    [0.85, color rgb 0]  //
                    [0.85, color rgb <0.9,0.25,0.9>]  // but here we
                    [1, color rgb <0.9,0.7,0.9>]      // create blades
                    }
                frequency 1.5         // to make it a bit denser ...
                scale <0.01,5,0.01>  // thats the other part of the trick
                warp { turbulence <0.3,0,0.3> } // and of course ...
                }
            }
        }
    }
-------------------
this renders without AA at 1180PPS here ... what is quite fast, i think ...


--
Jan Walzer <jan### [at] lzernet>
"Microsoft: because choices are confusing..."


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