 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Here's Gilles grass placed on a HF
approx 10million blades of grass
4mins parse time
12 mins render time
Mick
Post a reply to this message
Attachments:
Download 'grass2.jpg' (190 KB)
Preview of image 'grass2.jpg'

|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
All these grass rederings are very impressive. I have yet to look at the
code ( I will soon though, for sure.) I can't wait to it used on a fully
developed scene.
Heres an idea: using the same technique for generating large numbers of
objects, make a galaxy or a globular cluster.( You wouldn't have to have
billions of stars, I think a few million might do the trick.) With the right
media that might look pretty cool.
Halbert
"Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
news:395e124a@news.povray.org...
> Here's Gilles grass placed on a HF
>
> approx 10million blades of grass
>
> 4mins parse time
> 12 mins render time
>
> Mick
>
>
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
It looks even nicer in the background. This will really complement scenes to
come. Hey, maybe I can go back and finish my Arda image the way I really
wanted to...
PS: How much memory did this consume?
PPS: Can someone add this as a 'primitive' to POV-Ray? Chris? Perhaps a
derivative of your particle system (just add the collision detection to this
and it's perfect).
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
In article <395e124a@news.povray.org>, "Mick Hazelgrove"
<mic### [at] mhazelgrove fsnet co uk> wrote:
> Here's Gilles grass placed on a HF
>
> approx 10million blades of grass
It needs some radiosity to fill in the dark places between the blades.
Or try placing a dim light source at the camera position(something I
often do which produces better results than "ambient").
--
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://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
In article <395e1a82@news.povray.org>, "Tony[B]"
<ben### [at] panama c-com net> wrote:
> PPS: Can someone add this as a 'primitive' to POV-Ray? Chris? Perhaps
> a derivative of your particle system (just add the collision
> detection to this and it's perfect).
I have been wondering about this myself...it should even be possible to
recursively divide it into patches which would be generated on the fly,
to save memory at the cost of rendering speed.
I am also thinking about cloth and gels...if anyone has information on
these, it would be welcome.
BTW, I just finished the last touches on inter-particle forces and have
begun testing.
--
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://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
In Hand - just give me a few hours!
Mick
"Chris Huff" <chr### [at] mac com> wrote in message
news:chrishuff-A930D1.11391401072000@news.povray.org...
> In article <395e124a@news.povray.org>, "Mick Hazelgrove"
> <mic### [at] mhazelgrove fsnet co uk> wrote:
>
> > Here's Gilles grass placed on a HF
> >
> > approx 10million blades of grass
>
> It needs some radiosity to fill in the dark places between the blades.
> Or try placing a dim light source at the camera position(something I
> often do which produces better results than "ambient").
>
> --
> 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://homepage.mac.com/chrishuff/
> TAG Web page: http://tag.povray.org/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> I am also thinking about cloth and gels...if anyone has information on
> these, it would be welcome.
For gels, Hugo Elias. For cloth, Xavier Provot.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Well there goes all Samuel's hard work down the drain is all I can think.
Bitter-sweet.
Bob
"Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
news:395e124a@news.povray.org...
|
| approx 10million blades of grass
|
| 4mins parse time
| 12 mins render time
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Not at all, I'm not sure I can adapt Gilles technique to the wind blown
grass of Samuals code with the same quality.
Mick
"Bob Hughes" <per### [at] aol com?subject=PoV-News:> wrote in message
news:395e5995@news.povray.org...
> Well there goes all Samuel's hard work down the drain is all I can think.
> Bitter-sweet.
>
> Bob
>
> "Mick Hazelgrove" <mic### [at] mhazelgrove fsnet co uk> wrote in message
> news:395e124a@news.povray.org...
> |
> | approx 10million blades of grass
> |
> | 4mins parse time
> | 12 mins render time
>
>
>
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Ouch that does not look pleasant to step on...
I liked the slower grass better it had a softer look to it...
real grass not cut looks parallel until you get to the top where the
sides join and curve inward... hard to explain... ill make a pict...?
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]
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> approx 10million blades of grass
>
> 4mins parse time
> 12 mins render time
holly frak!
nice as well!
Rick
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Rick wrote:
>
> > approx 10million blades of grass
> >
> > 4mins parse time
> > 12 mins render time
>
> holly frak!
>
> nice as well!
>
> Rick
ditto.
Alberto
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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] mhazelgrove fsnet co uk> 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] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
> 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?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Are you saying to use the eval_pigment to establish all the characteristics
of the blade at a given point? Good idea.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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] aol com
Visit my isosurface tutorial at http://members.aol.com/stbenge
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Well, like I said, this macro would include all the benefits of the previous
ones in one file. That would mean you could chose from a wide variety of
styles and whatnot.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Just curious, how did you get the grass aligned with the heightfield?
YannMick Hazelgrove wrote:
>
> Here's Gilles grass placed on a HF
>
> approx 10million blades of grass
>
> 4mins parse time
> 12 mins render time
>
> Mick
>
> [Image]
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalie eu org
Atrus Trivalie Productions www.redshift.com/~yramin
Monterey High IT www.montereyhigh.com
ICQ 46805627
AIM oddatrus
Marina, CA
IRM Developer Network Toaster Developer
SNTS Developer KLevel Developer
(yes, this .signature is way too big)
"All cats die. Socrates is dead. Therefore Socrates is a cat."
- The Logician
THE STORY OF CREATION
In the beginning there was data. The data was without form and null,
and darkness was upon the face of the console; and the Spirit of IBM
was moving over the face of the market. And DEC said, "Let there be
registers"; and there were registers. And DEC saw that they carried;
and DEC seperated the data from the instructions. DEC called the data
Stack, and the instructions they called Code. And there was evening
and there was a maorning, one interrupt...
-- Rico Tudor
William Safire's Rules for Writers:
Remembe
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Yann Ramin wrote:
>
> Just curious, how did you get the grass aligned with the heightfield?
>
[snip]
I would think megapov's hf_height_at function (correct me if i'm wrong)
BTW, your sig is really very long for a short question ...
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |