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Here's some fast-rendering grass I came up with today. The whole scene
(5000 blades of grass, 25001 objects) took only 1 minute, 57 seconds
with aa on. I'm running an AMD k6-2 500 mhz processor with 128mb ram.
What do you think? Is the grass fast?
P.S. I rotated and scale the grass according to a hidden pigment to
simulate wind effects.
--
Samuel Benge
E-Mail: STB### [at] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
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Attachments:
Download 'grass.jpg' (82 KB)
Preview of image 'grass.jpg'

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Very, Very nice. :{)
I especially like the wind blown effect. What would be great would be seeing
this running up a hillock (using the Trace command maybe?). Say, like a hill
between a parking lot and a sandy beach. The reason I suggest that kind of
scene is that your image is evocative of the tall, widely spread, wind blown
grass I remember from my childhood at the beachside in Nova Scotia.
David
> Here's some fast-rendering grass I came up with today. The whole scene
> (5000 blades of grass, 25001 objects) took only 1 minute, 57 seconds
> with aa on. I'm running an AMD k6-2 500 mhz processor with 128mb ram.
> What do you think? Is the grass fast?
>
> P.S. I rotated and scale the grass according to a hidden pigment to
> simulate wind effects.
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On Thu, 22 Jun 2000 18:32:39 -0700 SamuelT <STB### [at] aol com> wrote:
>What do you think? Is the grass fast?
What do you think? Is the grass fast?
Samuel's clouds do cast
shadows upon his sea of grass, so vast,
until such time when clouds have passed
reminding us that forever nothing will last.
Okay, I'm not a poet. How about the source for your grass scene,
Samuel?
--
Alan - ako### [at] povray org - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer
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"SamuelT" <STB### [at] aol com> wrote in message news:3952BE36.8E44BAC1@aol.com...
| Here's some fast-rendering grass I came up with today. The whole scene
| (5000 blades of grass, 25001 objects) took only 1 minute, 57 seconds
| with aa on. I'm running an AMD k6-2 500 mhz processor with 128mb ram.
| What do you think? Is the grass fast?
|
| P.S. I rotated and scale the grass according to a hidden pigment to
| simulate wind effects.
It's fast if that's render + parse time, I think so anyhow.
I realize now that it isn't just made up of a zero-sided box and a single
triangle as I first thought, silly me. But I still don't understand anything
about eval_pigment yet. I'll get around to it someday though.
If you have this ready to animate (or not) I'm sure it would look fantastic if
it were.
Bob
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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. I'd like to play
with this. Post the source, please. Oh, yeah, and thanks in advance, Samuel.
:)
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SamuelT wrote:
>P.S. I rotated and scale the grass according to a hidden pigment to
>simulate wind effects.
Hey ho, wish I had more time, another idea to skip from my list.
I like it.
Animate the hidden pigment.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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SamuelT schrieb:
>
> Here's some fast-rendering grass I came up with today. The whole scene
> (5000 blades of grass, 25001 objects) took only 1 minute, 57 seconds
> with aa on. I'm running an AMD k6-2 500 mhz processor with 128mb ram.
> What do you think? Is the grass fast?
>
> P.S. I rotated and scale the grass according to a hidden pigment to
> simulate wind effects.
>
Thats's pretty fast, BTW, you are using the same computer as me :-)
A little variation in blade bending would be nice, even though that
would probably destroy the efficiency...
IMO it would also be a good idea adding that eval_pigment construction
to other similar macros.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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it looks pretty cool, i like the wind simulation. what'd be neat is if you
put this grass on the hill of the last image you posted.
-gene
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Alan Kong wrote:
> On Thu, 22 Jun 2000 18:32:39 -0700 SamuelT <STB### [at] aol com> wrote:
>
> >What do you think? Is the grass fast?
>
> What do you think? Is the grass fast?
> Samuel's clouds do cast
> shadows upon his sea of grass, so vast,
> until such time when clouds have passed
> reminding us that forever nothing will last.
It was a valid question. I really don't know if it is fast for grass or
not. It's the fastest I've been able to get grass to render, but perhaps
there are faster ways?
> Okay, I'm not a poet. How about the source for your grass scene,
> Samuel?
I will, one I get it to look more like grass, and less like green bird
feathers :) Plus, the code is at home, and I am at work right now....
~Sam
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I've got to remember how to animate, but my computer currently crashes when I try
to play an avi file.
Bob Hughes wrote:
> "SamuelT" <STB### [at] aol com> wrote in message news:3952BE36.8E44BAC1@aol.com...
> | Here's some fast-rendering grass I came up with today. The whole scene
> | (5000 blades of grass, 25001 objects) took only 1 minute, 57 seconds
> | with aa on. I'm running an AMD k6-2 500 mhz processor with 128mb ram.
> | What do you think? Is the grass fast?
> |
> | P.S. I rotated and scale the grass according to a hidden pigment to
> | simulate wind effects.
>
> It's fast if that's render + parse time, I think so anyhow.
> I realize now that it isn't just made up of a zero-sided box and a single
> triangle as I first thought, silly me. But I still don't understand anything
> about eval_pigment yet. I'll get around to it someday though.
> If you have this ready to animate (or not) I'm sure it would look fantastic if
> it were.
>
> Bob
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"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
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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
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In article <3952db8e@news.povray.org>, "Bob Hughes"
<per### [at] aol com?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] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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In article <39539F62.51B7B1C8@aol.com>, STB### [at] aol com 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] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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In article <3953A064.3E966CF9@aol.com>, STB### [at] aol com 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] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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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] aol com?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] mac com
> TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
> Personal Web page: http://chrishuff.dhs.org/
> TAG Web page: http://tag.povray.org/
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In article <3953AFFF.6F9A4753@aol.com>, STB### [at] aol com 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] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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Hmm, sounds interesting. Might have to try that sometime.
~Sam
Chris Huff wrote:
> In article <3953AFFF.6F9A4753@aol.com>, STB### [at] aol com 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] mac com
> TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
> Personal Web page: http://chrishuff.dhs.org/
> TAG Web page: http://tag.povray.org/
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