POV-Ray : Newsgroups : povray.binaries.images : meet the ancestors, again : Re: meet the ancestors, again Server Time
13 Aug 2024 13:15:18 EDT (-0400)
  Re: meet the ancestors, again  
From: Ben T  Scheele
Date: 17 Mar 2003 01:43:07
Message: <3e756e7b@news.povray.org>
Hey Bill,
    I love the idea you are presenting in this image.  I remember a movie
from when I was a kid called "The Flight of the Navigator"  where there was
a cool intelligent reflective metal ship.
    I like the palm trees, the grass, and the sky, but the dirt and rocks
need some work.  I'd recommend covering the dirt with more grass, or
changing its color so that it is different from that of the grass that is
growing out of it.  Definitely try to work with resolutions to make a
sketchier grass to fill the places further out.  That seems to be working
for you so far.  The rocks look too much like they were placed on the
surface.  They are very smooth, showing that they had been there for a
while.  Did a glacier drop them?  If that was the case, I think the
landscape would be much different.  I think you should play more with
isosurfaces to make more interesting rougher rocks if you plan to leave them
on the surface, or you should bury 'em a bit, and maybe make them bigger and
fewer.  It might be cool to arrange them into a fence like in the pastures
of Ireland.  That guy kind of strikes me as being a shepherd.  The land
seems good for that.  By the way, where does that term, "naff" come from?
It sounds a bit British.  Does it just mean bad?  He doesn't look so bad.
At least in the way you have placed him.  He does seem distorted, but I'm
sure that's due to the spherical nature of the mirror.

-Ben Scheele


"Bill Hails" <bil### [at] europeyahoo-inccom> wrote in message
news:3e7267a0@news.povray.org...
> I've not had a lot of time to work on this since I last posted,
> but I've added a sand texture in the fg, and played around
> with texture maps for the grass and the sand. I've copied the
> texture for the rocks from stones2.inc into my src and added
> a small amount of rand pigment so they don't look so uniform,
> I've used the nkflare macro and I've mutated the palm trees a
> bit from the example PALM.inc that comes with tomtree (guesswork).
> The blobman figures still look naff, (no offence, I couldn't do
> better myself), but what do I have on Linux that can do better?
>
> bigger rendition at http://thyme.homelinux.net/ancestors.jpg
>
> still no radiosity or photons :-)
> --
> I would've gotten away with it too, if it wasn't for those pesky kids!


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