POV-Ray : Newsgroups : povray.binaries.images : MistLand : Re: MistLand Server Time
22 Sep 2023 05:19:01 EDT (-0400)
  Re: MistLand  
From: Mike Miller
Date: 30 Aug 2023 20:50:00
Message: <web.64efe2bf7312ea44983f7ef9dabc9342@news.povray.org>
"Samuel B." <stb### [at] hotmailcom> wrote:
> Hi,
> A landscape sketch. The hills are height fields, and the plants are a single
> mesh made in Blender, duplicated a number of times. The scene was rendered with
> UberPOV using no_cache radiosity and scattering media. Total rendering time in
> POV-Ray was 7 minutes, 31 seconds. Denoising and vignette are care of Blender,
> and the final gamma and contrast were adjusted in IrfanView.
> I'm fairly happy with the plants, but the land objects really need some work...
> I want overhangs and high detail, but not the render times associated with
> isosurfaces... So, I guess the other best option would be sculpted meshes ':/
> Sam

Nice work. Lighting, plants, and hills look very natural. I agree it's hard to
get the look of undercuts with a height field. Maybe just some mid-range rocks
or rougher terrain at the base of the hills?

>> So, I guess the other best option would be sculpted meshes ':/

There's some 'Megascans' style libraries out there - some free. Quixel has some
great models with even greater poly counts. :)

If you do sculpt some topo/rock forms in Blender, I'd be interested in your
process. I haven't modeling natural forms in Blender other than blobs.

I assume rendering time grow as triangles increase?  It's been a while sense
I've work with mesh in POV.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.