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Yann Ramin wrote:
> Pabs wrote:
> > It is prob. just me but I think the crand on the foreground textures
is a bit
> > too much.
> Looks like it. The scary part its an internal POV texture (Granite
> something or another).
I took a closer look at the sides of the ?cobbles? and noticed this - no
crand look
> Anyway want the (big) source?
No but You might try positioning all those stones with a macro of some
sort. - you could use the vegetate include (can't help you with a link
sorry ;+< ) to position & rotate them on an invisible half cylinder.
I noticed some are displaced a little - shoddy workmanship (on the part
of the
stonemason/bricklayer:) or ninja turtles trying to steal them for
_uncomfortable_ pillows :-?
Also you might try isosurface stones instead of superelipsoids like
Chris suggested
-Faster & much more flexible - you could use subtraction to make some
cracks &
noise3d to vary their shape a little.
Manual octree box bounding could also help with speed.
--
Bye
Pabs
http://zip.to/pabs3 -> http://www.crosswinds.net/~pabs3
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Pabs wrote:
> No but You might try positioning all those stones with a macro of some
> sort. - you could use the vegetate include (can't help you with a link
> sorry...
http://www.geocities.com/SiliconValley/Program/9231/povray.html
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Ken wrote:
> Pabs wrote:
>
> > No but You might try positioning all those stones with a macro of some
> > sort. - you could use the vegetate include (can't help you with a link
> > sorry...
>
> http://www.geocities.com/SiliconValley/Program/9231/povray.html
Ahh Ken saves the day again - what would we all do without you.?
--
Bye
Pabs
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Pabs wrote:
> Ahh Ken saves the day again - what would we all do without you.?
Durned if I know - TeeHee
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Pabs wrote:
>
> Yann Ramin wrote:
>
> No but You might try positioning all those stones with a macro of some
> sort. - you could use the vegetate include (can't help you with a link
> sorry ;+< ) to position & rotate them on an invisible half cylinder.
> I noticed some are displaced a little - shoddy workmanship (on the part
> of the
> stonemason/bricklayer:) or ninja turtles trying to steal them for
> _uncomfortable_ pillows :-?
The idea was to displace them a little (so the sewer wasn't perfect).
Admittedly,it looks really strange :)
>
> Also you might try isosurface stones instead of superelipsoids like
> Chris suggested
> -Faster & much more flexible - you could use subtraction to make some
> cracks &
> noise3d to vary their shape a little.
> Manual octree box bounding could also help with speed.
I'll have to go grab a version of POV for that. This is an official
version.
--
--------------------------------------------------------------------
Yann Ramin atr### [at] atrustrivalieeuorg
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)
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