POV-Ray : Newsgroups : povray.advanced-users : grass : grass Server Time
29 Jul 2024 08:11:43 EDT (-0400)
  grass  
From: Rafal 'Raf256' Maj
Date: 11 Aug 2002 10:47:28
Message: <Xns9267AA302C87Araf256com@204.213.191.226>
Hi,
I'm trying to make grass - http://raf256.com/pov/grass/
effects are not bad as far, but I realizaed that final scene, with field of 
i.e. 1000x1000 graf leafs will take *forever* to render.

What optimization technics can I use ? Currently my ideas are :
- 1 leaf=mesh, but alsow 10x10 leafs union will be another mesh - repeatet 
100x100 times to get 1000x1000 field
- only about 300x300 field, closes to camera will be drawn so presisly, 
grass that is far evey will contain less details :
* very near - inside(mesh)+isosurface, pigment (2 bozos), normal (2 bozos)
* near - mesh, pigment (2 bozos), normal (2 bozos)
* medium - mesh with half triangles, pigment (bozo), normal (bozo)
* far - mesh with 0.1 triangles, pigment (bozo)
* very far - each leaf is a cone, regular pigment for each leaf
* horizont - gras wil be simulated as green pigment on ground

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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