POV-Ray : Newsgroups : povray.binaries.images : Samuals grass-lots of it : Re: Samuals grass-lots of it Server Time
3 Nov 2024 16:09:27 EST (-0500)
  Re: Samuals grass-lots of it  
From: ryan constantine
Date: 26 Jun 2000 15:57:24
Message: <3957B67A.EEACDBD2@yahoo.com>
wouldn't distance-dependent grass be better on render times?  like if
the quality stuff was up front, then not so good, but faster, ending
with a regular texture far out?  is there a not-so-good grass macro?  or
are they all made for close up inspection?  i've seen trees that are
supposed to be used far away, but not grass.

for the current image, how high up are you from the grass and what is
the length of the grass?  oh, and how far out does it go? (just trying
to get a perspective here)  also, is it one patch of grass or several? 
is it possible to selectively smash down certain areas of the grass;
like alien landing sites in crops or the shape an animal makes when it
lays down?  and what are the units you use?  can you make the light and
dark areas (wind?) more smooth or are you stuck with what you get? 
thanks.

Mick Hazelgrove wrote:
> 
> Yep, my next project - I want to create some rocks based on samuals basalt
> columns and about 2 million blades of grass on a HF using your mod and some
> of mine on Samuals code. Then I'll throw in some media, a few rocks and
> radiosity and go on holiday for a month!!!!!
> 
> Mick
> 
> "Tony[B]" <ben### [at] panamac-comnet> wrote in message
> news:39574eda@news.povray.org...
> > Does this use the source I sent you? Looks nice. I wonder what this would
> > look like on a far away hill? (Maybe you should borrow some RAM from a
> > couple friends, and give a full scene a try. :)
> >
> >


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