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> approx 10million blades of grass
>
> 4mins parse time
> 12 mins render time
holly frak!
nice as well!
Rick
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Rick wrote:
>
> > approx 10million blades of grass
> >
> > 4mins parse time
> > 12 mins render time
>
> holly frak!
>
> nice as well!
>
> Rick
ditto.
Alberto
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Wow.... That's really fast :) I'm going to have to dissect his code to
figure out how the blades were made, and how they were placed into the
mesh. His grass needs the eval_pigment add-on for directional rotation,
but it is very cool nontheless.
Mick Hazelgrove wrote:
> Here's Gilles grass placed on a HF
>
> approx 10million blades of grass
>
> 4mins parse time
> 12 mins render time
>
> Mick
>
> [Image]
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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No, I'll probably be expanding on Mick's and Gilles' findings :)
Bob Hughes wrote:
> Well there goes all Samuel's hard work down the drain is all I can think.
> Bitter-sweet.
>
> Bob
>
> "Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> wrote in message
> news:395e124a@news.povray.org...
> |
> | approx 10million blades of grass
> |
> | 4mins parse time
> | 12 mins render time
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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Bob Hughes wrote:
> Well there goes all Samuel's hard work down the drain is all I can think.
> Bitter-sweet.
For the record, the eval_pigment technique was also discovered by Fabien
Mosen and published in the French-speaking POV group last February (in fact
Fabien has used it for his current IRTC image). I planned to add it as an
option to my own grass macro, but due to lack of time (and also because it
can only work using unofficial features, something I've tried to avoid when
publishing macros), it's been gathering dust on my hard disk since. I was
quite happy to have seen it discovered again by Samuel, and with very
impressive results, because this technique has really great potential (like
many things based on eval_pigment or eval_pattern) It just has to be worked
on to be made 100% practical. I'm very confident it can be done.
G.
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SamuelT wrote:
> Wow.... That's really fast :) I'm going to have to dissect his code to
> figure out how the blades were made, and how they were placed into the
> mesh. His grass needs the eval_pigment add-on for directional rotation,
> but it is very cool nontheless.
Not only rotation. It should be used to modify the scale and curvature of
the blades, and possibly the color too. I could also be very practical to
create "lumps" of grass sticking out from the flatter patches.
G.
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> For the record, the eval_pigment technique was also discovered by Fabien
> Mosen and published in the French-speaking POV group last February (in
fact
> Fabien has used it for his current IRTC image).
And now we know. BTW, have you noticed that when something is a good idea,
it gets "discovered" by many people almost simultanously?
> It just has to be worked
> on to be made 100% practical. I'm very confident it can be done.
I proposed this to Josh English over ICQ, but he has yet to post anything
about it: How about all the people who have worked on grass get together to
make the perfect grass macro/include? We could merge all the benefits of the
different macros/includes to put together something realistic and useful.
What do you say, Gilles, Josh, Samuel, others?
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Are you saying to use the eval_pigment to establish all the characteristics
of the blade at a given point? Good idea.
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Gilles Tran wrote:
> SamuelT wrote:
>
> > Wow.... That's really fast :) I'm going to have to dissect his code to
> > figure out how the blades were made, and how they were placed into the
> > mesh. His grass needs the eval_pigment add-on for directional rotation,
> > but it is very cool nontheless.
>
> Not only rotation. It should be used to modify the scale and curvature of
> the blades, and possibly the color too. I could also be very practical to
> create "lumps" of grass sticking out from the flatter patches.
> G.
As long as the scaling isn't done in conjunction with the rotation, otherwise
it can end up looking funny.
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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I think everyone could make their own macros since most everyone knows all the
features like eval_pigment and such. Each person's macro would be different,
too. That way everyone else who wants to use the macros can choose a style.
"Tony[B]" wrote:
> How about all the people who have worked on grass get together to
> make the perfect grass macro/include? We could merge all the benefits of the
> different macros/includes to put together something realistic and useful.
> What do you say, Gilles, Josh, Samuel, others?
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit my isosurface tutorial at http://members.aol.com/stbenge
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