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I've been working on a setting for my yucca plants. So far this is what
I have. It's supposed to be 4:3, but the render died at line 120.. I
really, REALLY need more RAM if I'm going to keep making complicated
scenes like this. -_-;
I've considered changing the grass clumps from unioned cones to meshes
to save memory so that I can make them more complex and use more of
them.. but since triangle elements can't be rotated inside a mesh
statement, I'll have to write a new grass generator from scratch, and I
haven't bothered yet.
-Xplo
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Attachments:
Download 'rebellion-a1.jpg' (33 KB)
Preview of image 'rebellion-a1.jpg'
![rebellion-a1.jpg](/povray.binaries.images/attachment/%3C3A5F7F3F.9C5A896C%40unforgettable.com%3E/rebellion-a1.jpg?ttop=443840&toff=11350&preview=1)
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It looks great so far. Too bad about the crash.
Josh
Xplo Eristotle wrote:
> I've been working on a setting for my yucca plants. So far this is what
> I have. It's supposed to be 4:3, but the render died at line 120.. I
> really, REALLY need more RAM if I'm going to keep making complicated
> scenes like this. -_-;
>
> I've considered changing the grass clumps from unioned cones to meshes
> to save memory so that I can make them more complex and use more of
> them.. but since triangle elements can't be rotated inside a mesh
> statement, I'll have to write a new grass generator from scratch, and I
> haven't bothered yet.
>
> -Xplo
>
> ------------------------------------------------------------------------
> [Image]
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritone com
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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Nice colours and textures. Hope you can get it to work one day.
Micl
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In article <3A5F7F3F.9C5A896C@unforgettable.com>,
inq### [at] unforgettable com wrote:
> I've considered changing the grass clumps from unioned cones to meshes
> to save memory so that I can make them more complex and use more of
> them.. but since triangle elements can't be rotated inside a mesh
> statement, I'll have to write a new grass generator from scratch, and I
> haven't bothered yet.
The vrotate() or (if you are using MegaPOV) vtransform() functions
should be helpful here...you could put it in a macro, something like:
#macro TransTri(A, B, C, Trans)
triangle {
vtransform(A, Trans),
vtransform(B, Trans),
vtransform(C, Trans)
}
#end
mesh {
...
TransTri(pointA, pointB, pointC, transform {TRANSFORMATIONS})
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Just how much memory is this using, and what is the render speed on what
kind of computer? If I have a better setup, I might give it a go...
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The first 120 lines look pretty good, hope you get it workable.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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"Tony[B]" wrote:
>
> Just how much memory is this using, and what is the render speed on what
> kind of computer? If I have a better setup, I might give it a go...
About 35 MB, and that took roughly 8 hours on an old Power Mac.. but I
need the resources for creating and testing the scene as well as for
rendering it, so you wouldn't really be able to help me. Thanks anyway, though.
-Xplo
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Xplo Eristotle wrote:
> I've been working on a setting for my yucca plants. So far this is what
> I have. It's supposed to be 4:3, but the render died at line 120.. I
> really, REALLY need more RAM if I'm going to keep making complicated
> scenes like this. -_-;
>
> I've considered changing the grass clumps from unioned cones to meshes
> to save memory so that I can make them more complex and use more of
> them.. but since triangle elements can't be rotated inside a mesh
> statement, I'll have to write a new grass generator from scratch, and I
> haven't bothered yet.
>
It looks very nice. Reminds me of a tinted pen and ink drawing you might find in an
old book.
How did you make the stones? I like their shapes.
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Artemia Salina wrote:
>
> How did you make the stones? I like their shapes.
They're sphere-based isosurfaces. A macro assigns each one random
dimensions and noise intensity as they're created, and another one
distributes them randomly on a grid.
-Xplo
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