POV-Ray : Newsgroups : povray.binaries.images : Sand : Re: Sand Server Time
2 Aug 2024 10:20:54 EDT (-0400)
  Re: Sand  
From: William Tracy
Date: 23 Nov 2007 13:13:41
Message: <47471855$1@news.povray.org>
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I've been looking at this scene:
http://www.irtc.org/ftp/pub/stills/2004-08-31/em_giza.jpg

My sand texture is already better than that ;-) but I need to look into
how the sloping sand shapes at the base of the pyramids was done. My
geometry is still pretty hacked-together.

Bruno Cabasson wrote:
> I was busy in RL those two last weeks and could not read much here. William,
> your work seems very interesting. Would you mind, when achieved or partial,
> sharing things so that I can integrate this nice stuff in TerraPOV?

Cool, is it that good? :-)

Anyway, for anyone who wants to play around, here's I have so far, minus
the heightfield. As others have pointed out, there's a bunch of ways to
improve this. :-)

You'll probably want to tweak the colors and the media (right now I have
it set up for red sand), and you'll probably have to play with scaling
the bozo map (the extra special sand grains) to fit your scene.

Finally, a heads-up that terrain with SSS can take a while to render.
:-) On a ~2GHz processor, the little bitty images I've been rendering
take about 30 seconds.

#declare sand_shape = height_field {
	...
};

object {
	sand_shape
        texture {
                pigment {color rgb <0.75, 0.25, 0.25>}
        }
}
object {
        sand_shape
        hollow
        translate y * 0.1
        texture {
                pigment {
                        bozo
                        color_map {
                                [0 color rgb <0.3, 0.3, 0.2>]
                                [0.25 color rgbt <0.9, 0.9, 0.6, 1.0>]
                                [0.75 color rgbt <0.9, 0.9, 0.6, 1.0>]
                                [1 color rgb <1.8, 1.8, 1.2>]
                        }
                        scale 0.005
                }
                finish {crand 0.03}
        }
        interior {
                media {scattering {1 color rgb <0.15, 0.15, 0.05>}
samples 10, 10}
        }
}


- --
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu

You know you've been raytracing too long when you can remember the 4
digit decimal equivelents to measurements down to 1 sixtyfourth of an inch.
    -- David Kraics
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