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Well, without the heightfield posted as well, and the image
maps as well, it would be hard to perfectly recreate this. But the
relevant source is at the bottom. If anyone wants the complete
source/picture. (including the meshes used for the trees, let me know)
But I can tell you this. I used a ground fog... cranked the turbulence
up
to something stupid like 119. Made the fog height and the fog falloff
almost the same.. so that there was no gradual increase in fog density.
In otherwords, I crushed the fog more or less to where it was a
constant
density from top to bottom. Next, I used a fairly smooth heightfield.
(but not entirely smooth)
Laid the fog very close to the ground. What made the fog look "patchy"
and intermittent was the fact that the
heightfield poked through the top of the fog. Effectively cutting it
in 2. (in places)
// WHITE FOG
fog
{
fog_type 2
distance 0.08
color rgbt <0.7, 0.7, 0.7 0.1> // gray
fog_offset -0.09 // height at which has a constant density
fog_alt 0.03 //falloff rate
turbulence 119.8 octaves 2 omega 8.0 lambda 2.0
turb_depth 6
}
height_field
{
tga "heightfield.tga"
scale <180, 2.2, 220>
translate <-50, -1, -5>
smooth
texture { pigment {image_map { tga "c:\povray\texture_maps\grass.tga"
interpolate 2}
rotate x*90
}translate <40, 0, 0>
}
water_level -1
}
Post a reply to this message
Attachments:
Download 'hell.png' (196 KB)
Preview of image 'hell.png'
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Oh goody, the usual violent technique. I like to reffer to it as "If you
can't beat'em, CRUSH'EM!"
Not bad at all!
Johnny Smith wrote:
>
> Well, without the heightfield posted as well, and the image
> maps as well, it would be hard to perfectly recreate this. But the
> relevant source is at the bottom. If anyone wants the complete
> source/picture. (including the meshes used for the trees, let me know)
>
> But I can tell you this. I used a ground fog... cranked the turbulence
> up
> to something stupid like 119. Made the fog height and the fog falloff
> almost the same.. so that there was no gradual increase in fog density.
> In otherwords, I crushed the fog more or less to where it was a
> constant
> density from top to bottom. Next, I used a fairly smooth heightfield.
> (but not entirely smooth)
> Laid the fog very close to the ground. What made the fog look "patchy"
> and intermittent was the fact that the
> heightfield poked through the top of the fog. Effectively cutting it
> in 2. (in places)
>
> // WHITE FOG
> fog
> {
> fog_type 2
> distance 0.08
> color rgbt <0.7, 0.7, 0.7 0.1> // gray
> fog_offset -0.09 // height at which has a constant density
> fog_alt 0.03 //falloff rate
> turbulence 119.8 octaves 2 omega 8.0 lambda 2.0
> turb_depth 6
> }
>
> height_field
> {
> tga "heightfield.tga"
> scale <180, 2.2, 220>
> translate <-50, -1, -5>
> smooth
> texture { pigment {image_map { tga "c:\povray\texture_maps\grass.tga"
> interpolate 2}
> rotate x*90
> }translate <40, 0, 0>
> }
> water_level -1
> }
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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What whould this look like it a daylight scene?
Rick
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"Rick (Kitty5)" wrote:
> What whould this look like it a daylight scene?
>
> Rick
Rick, I'm not sure. Maybe I'll try it. I simply put a
poitnlight directly over ahead about 40 units high.
rgb <1, 1, 1> And I'll render it. I'll send you the picture and let
you know.
I'm thinking just simply a brighter version of itself, all the way
around.
Post a reply to this message
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I'm not one to complain but you already posted this a little way down. If you
wanted to post if again it would be better if you left the image out the
second time and just pointed people to the original a few posts down. Also you
might want to consider posting the source in povray.text.scene-files. Anyway
its a very nice image, perhaps it needs more light. A dime light with noshadow
on would help to light up the trees. Also as someone else suggested the light
looks like its coming from the moon so either move the main light or create a
moon in the scene.
Johnny Smith wrote:
> Well, without the heightfield posted as well, and the image
> maps as well, it would be hard to perfectly recreate this. But the
> relevant source is at the bottom. If anyone wants the complete
> source/picture. (including the meshes used for the trees, let me know)
>
> But I can tell you this. I used a ground fog... cranked the turbulence
> up
> to something stupid like 119. Made the fog height and the fog falloff
> almost the same.. so that there was no gradual increase in fog density.
> In otherwords, I crushed the fog more or less to where it was a
> constant
> density from top to bottom. Next, I used a fairly smooth heightfield.
> (but not entirely smooth)
> Laid the fog very close to the ground. What made the fog look "patchy"
> and intermittent was the fact that the
> heightfield poked through the top of the fog. Effectively cutting it
> in 2. (in places)
>
> // WHITE FOG
> fog
> {
> fog_type 2
> distance 0.08
> color rgbt <0.7, 0.7, 0.7 0.1> // gray
> fog_offset -0.09 // height at which has a constant density
> fog_alt 0.03 //falloff rate
> turbulence 119.8 octaves 2 omega 8.0 lambda 2.0
> turb_depth 6
> }
>
> height_field
> {
> tga "heightfield.tga"
> scale <180, 2.2, 220>
> translate <-50, -1, -5>
> smooth
> texture { pigment {image_map { tga "c:\povray\texture_maps\grass.tga"
> interpolate 2}
> rotate x*90
> }translate <40, 0, 0>
> }
> water_level -1
> }
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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