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An old graveyard in dry, dead land.
Thanks to Andrew Clinton for his splinetree include.
Disnel
http://www.itam.cas.cz/~disnel
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![graveyard00.jpeg.jpg](/povray.binaries.images/attachment/%3C39C5F25F.8206008%40hlavacek-partner.cz%3E/graveyard00.jpeg.jpg?ttop=443840&toff=11900&preview=1)
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<dis### [at] hlavacek-partner cz> wrote in message
news:39C### [at] hlavacek-partner cz...
>
> An old graveyard in dry, dead land.
>
> Thanks to Andrew Clinton for his splinetree include.
>
Most of these things you are probably aware of, and some may become
irrelavent as you develop the scene.
1. The fog on the ground is far too strong - particularily for such an arrid
land
2. The stones are too regular, both in the direction they lean, spacing and
overall shape.
3. The graveyard as a whole is a strange mix of abandoned and maintained.
Assuming abandoned, the fence and stone posts need some serious distressing,
as does the stone-border around the tree. Roots should be distorting the
border and the gravestones.
4. When/if you cut back on the ground fog, the ground is going to need some
more detailing.
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A variance in stone texture would do good for this, they're all the same
color. The fog looks like wind-blown dust so if you were to make that
turbulent it would be better. fog_type 2 has the ability to do that, using
turb_depth, just takes some time to get right I always find. Using octaves
1 or 2 with it is better than using 3 or 4 because the lower number is less
broken. The only problem with doing such a thing with fog is that it never
seems to be gradual change. Media would certainly be most controllable.
Maybe this is already media... looks like ground fog though.
Bob
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On Mon, 18 Sep 2000 12:45:51 +0200, dis### [at] hlavacek-partner cz wrote:
>An old graveyard in dry, dead land.
>
Those people were either really short or were buried standing up.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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This looks promising.
I think the headstones need to be varied in design. The ground could use more
detail.
I might say make it a nightime scene but I don't wanna question your artistic
preference. :-)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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David Fontaine wrote:
> I might say make it a nightime scene but I don't wanna question your artistic
> preference. :-)
Of course that would just be giving in to the cliches.
"Two independent thought alarms in one day? The children are overstimulated."
"Didn't I warn you about the colored chalk?"
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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Ron Parker wrote:
>
> On Mon, 18 Sep 2000 12:45:51 +0200, dis### [at] hlavacek-partner cz wrote:
> >An old graveyard in dry, dead land.
> >
>
> Those people were either really short or were buried standing up.
Good observation, Ron. You funny guy. You make me laugh.
--
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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Ron Parker wrote:
>
> On Mon, 18 Sep 2000 12:45:51 +0200, dis### [at] hlavacek-partner cz wrote:
> >An old graveyard in dry, dead land.
> >
>
> Those people were either really short or were buried standing up.
They are in caskets ;-).
OK. You are right ;-).
>
> --
> Ron Parker http://www2.fwi.com/~parkerr/traces.html
> My opinions. Mine. Not anyone else's.
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Thanks for all reminders, I will use them for scene development.
They are the reason, why I posted this image here ;-).
Disnel
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