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I want to create something like the first row of pictures here:
https://www.google.com/search?q=povray+cave&espv=2&biw=1838&bih=995&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjk6-TN7fPKAhVW22MKHTxUCdgQ_AUIBigB#tbm=isch&q=cave+entrance+model
It can be an entirely natural formation and not man-made.
What would be a good way to go about doing it?
Mike
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On 2/12/2016 11:10 PM, Mike Horvath wrote:
> I want to create something like the first row of pictures here:
>
>
https://www.google.com/search?q=povray+cave&espv=2&biw=1838&bih=995&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjk6-TN7fPKAhVW22MKHTxUCdgQ_AUIBigB#tbm=isch&q=cave+entrance+model
>
>
> It can be an entirely natural formation and not man-made.
>
> What would be a good way to go about doing it?
>
I did a tunnel with a heightfield and a bore difference.
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dick balaska <dic### [at] buckosoftcom> wrote:
> On 2/12/2016 11:10 PM, Mike Horvath wrote:
> >
> > I want to create something like the first row of pictures here:...
> >
>
> I did a tunnel with a heightfield and a bore difference.
For the organic-looking cave itself, I would use the HF_Cylinder macro in
"shapes.inc". (See my recent post in Sven's "CLipka: Possible BUG Found!!!"
entry for an example of how to use that macro.) Then maybe another 'regular
heightfield for the face of the cave (standing vertically.) Joining that
combination to the ground-- so that it all looks like 'one thing'-- may not be
so easy; maybe by submerging the HF cylinder into the ground a little (which
would be yet another heightfield), along with some extra rocks around the
join-line to 'hide' it.
Or you could model the entire cave in a separate mesh modeler and import it into
POV-Ray ;-) I still use a *really* old and simple app called sPatch for
building things like that.
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On 2/13/2016 12:34 AM, dick balaska wrote:
> On 2/12/2016 11:10 PM, Mike Horvath wrote:
>> I want to create something like the first row of pictures here:
>>
>>
https://www.google.com/search?q=povray+cave&espv=2&biw=1838&bih=995&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjk6-TN7fPKAhVW22MKHTxUCdgQ_AUIBigB#tbm=isch&q=cave+entrance+model
>>
>>
>>
>> It can be an entirely natural formation and not man-made.
>>
>> What would be a good way to go about doing it?
>>
>
> I did a tunnel with a heightfield and a bore difference.
>
>
The important feature is the *mouth* of the cave, not the interior.
Mike
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On 2/13/2016 12:56 AM, Kenneth wrote:
> dick balaska <dic### [at] buckosoftcom> wrote:
>> On 2/12/2016 11:10 PM, Mike Horvath wrote:
>>>
>>> I want to create something like the first row of pictures here:...
>>>
>>
>> I did a tunnel with a heightfield and a bore difference.
>
> For the organic-looking cave itself, I would use the HF_Cylinder macro in
> "shapes.inc". (See my recent post in Sven's "CLipka: Possible BUG Found!!!"
> entry for an example of how to use that macro.) Then maybe another 'regular
> heightfield for the face of the cave (standing vertically.) Joining that
> combination to the ground-- so that it all looks like 'one thing'-- may not be
> so easy; maybe by submerging the HF cylinder into the ground a little (which
> would be yet another heightfield), along with some extra rocks around the
> join-line to 'hide' it.
>
I doubt a heightfield will do the job. Plus there's the matter of
creating the heightfield itself. Maybe a stack of isosurface objects
made to look like boulders or strata of rock?
> Or you could model the entire cave in a separate mesh modeler and import it into
> POV-Ray ;-) I still use a *really* old and simple app called sPatch for
> building things like that.
>
This is really the best solution I can think of. Unfortunately I am not
much of an artist unless the scene I'm modeling is mostly geometric.
Mike
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On 2/13/2016 10:12 PM, Mike Horvath wrote:
> I doubt a heightfield will do the job. Plus there's the matter of
> creating the heightfield itself. Maybe a stack of isosurface objects
> made to look like boulders or strata of rock?
Something like this maybe:
http://www.turbosquid.com/3d-models/3dsmax-stone-arch/947583
Or even as simple as this:
http://www.turbosquid.com/3d-models/3d-model-stairs-stone/854632
Mike
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On 2/13/2016 10:07 PM, Mike Horvath wrote:
> On 2/13/2016 12:34 AM, dick balaska wrote:
>> I did a tunnel with a heightfield and a bore difference.
>
> The important feature is the *mouth* of the cave, not the interior.
>
I'm not sure what you're asking. You want to make granite blocks?
Anyway, here's mine.
http://www.buckosoft.com/tteoac/g/tunnel.png
dik
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On 2/14/2016 1:25 AM, dick balaska wrote:
> On 2/13/2016 10:07 PM, Mike Horvath wrote:
>> On 2/13/2016 12:34 AM, dick balaska wrote:
>>> I did a tunnel with a heightfield and a bore difference.
>>
>> The important feature is the *mouth* of the cave, not the interior.
>>
>
> I'm not sure what you're asking. You want to make granite blocks?
> Anyway, here's mine.
> http://www.buckosoft.com/tteoac/g/tunnel.png
>
> dik
>
>
I just meant that heightfields are great for large scale scenes, as
would carving a tunnel.
A cave mouth wouldn't need to be very large.
Mike
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