|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tony[B]" wrote:
> Interesting... I've never seen little stalks like that at the bottom of
> grass. Looks good for a far off effect, on hills and stuff.
Me neither. I was trying to make the tall kind of grass, but as I mentioned to
Alan, it looks like bird feathers instead.
~Sam
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Christoph Hormann wrote:
> Thats's pretty fast, BTW, you are using the same computer as me :-)
The same computer, really? I bet mine crashes more though...
> A little variation in blade bending would be nice, even though that
> would probably destroy the efficiency...
Yes, it would render a lot slower if I did that, unless I used scale z*n to
do it.... hmmm......
> IMO it would also be a good idea adding that eval_pigment construction
> to other similar macros.
>
> Christoph
It would be great if someone could figure out how to use it for trees.
~Sam
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3952db8e@news.povray.org>, "Bob Hughes"
<per### [at] aolcom?subject=PoV-News:> wrote:
> But I still don't understand anything about eval_pigment yet.
It is quite simple:
A pigment simply defines a color for each point in space, using a color,
image, or pattern + color_map. The eval_pigment returns the rgb color of
the pigment at a specified point of space.
Since a color is basically a vector, you can use this to pattern
interesting displacements like wind-blown grass, rock placement in a
stream, smoke particles, etc...you can get much more variation and
control than you would get with just turbulence.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <39539F62.51B7B1C8@aol.com>, STB### [at] aolcom wrote:
> I've got to remember how to animate,
Try adjusting phase while translating the pigment...maybe add some
turbulence to the pigment too.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3953A064.3E966CF9@aol.com>, STB### [at] aolcom wrote:
> It would be great if someone could figure out how to use it for trees.
You could use eval_pattern() or eval_pigment() to control the branch
number and probability according to a pattern...and you could have
recursion stop when one goes below a certain threshold. Could make some
interesting topiary.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
He forgot to mention it doesn't test for all colors in a scene, it tests
for a pigment you feed it. By the, Chris, how would use use eval_pigment
for smoke?
~Sam
Chris Huff wrote:
> In article <3952db8e@news.povray.org>, "Bob Hughes"
> <per### [at] aolcom?subject=PoV-News:> wrote:
>
> > But I still don't understand anything about eval_pigment yet.
>
> It is quite simple:
> A pigment simply defines a color for each point in space, using a color,
> image, or pattern + color_map. The eval_pigment returns the rgb color of
> the pigment at a specified point of space.
> Since a color is basically a vector, you can use this to pattern
> interesting displacements like wind-blown grass, rock placement in a
> stream, smoke particles, etc...you can get much more variation and
> control than you would get with just turbulence.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://chrishuff.dhs.org/
> TAG Web page: http://tag.povray.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
In article <3953AFFF.6F9A4753@aol.com>, STB### [at] aolcom wrote:
> He forgot to mention it doesn't test for all colors in a scene, it tests
> for a pigment you feed it. By the, Chris, how would use use eval_pigment
> for smoke?
With smoke, it could be used to make a "swirly" effect depending on a
pattern, or you could just use it to turbulate the particles a bit. Or
you could use it as "wind", and fake the wind currents near objects and
the ground.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hmm, sounds interesting. Might have to try that sometime.
~Sam
Chris Huff wrote:
> In article <3953AFFF.6F9A4753@aol.com>, STB### [at] aolcom wrote:
>
> > He forgot to mention it doesn't test for all colors in a scene, it tests
> > for a pigment you feed it. By the, Chris, how would use use eval_pigment
> > for smoke?
>
> With smoke, it could be used to make a "swirly" effect depending on a
> pattern, or you could just use it to turbulate the particles a bit. Or
> you could use it as "wind", and fake the wind currents near objects and
> the ground.
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] maccom
> TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
> Personal Web page: http://chrishuff.dhs.org/
> TAG Web page: http://tag.povray.org/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |