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From: Abe
Subject: classic mountains and water
Date: 23 Jul 2002 20:13:15
Message: <3D3DF186.8040700@taconic.net>
This is an interesting view of a project I was working on which popped 
up when I pulled back to a wide angle view of the scene. Terrain 
generated by World Machine (finally a terrain editor I can work with!), 
atmosphere is media (no fog) and clouds and sun are pigments. Everything 
else is a mess.

Abe


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terrain_test.jpg


 

From: Tony[B]
Subject: Re: classic mountains and water
Date: 23 Jul 2002 21:36:59
Message: <3d3e04bb@news.povray.org>
Wow! Yet another render that cures our Terragen envy! :)


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From:  Light Beam 
Subject: Re: classic mountains and water
Date: 24 Jul 2002 02:57:50
Message: <3d3e4fee$1@news.povray.org>
Can we know the media you used to make this blue haze (source ?) Thanks.


3d3e04bb@news.povray.org...
> Wow! Yet another render that cures our Terragen envy! :)
>
>


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From: Hugo
Subject: Re: classic mountains and water
Date: 24 Jul 2002 03:15:27
Message: <3d3e540f$1@news.povray.org>
Looks very very nice!

Yes, World-machine is a great program, but my tests always end up looking
better in World-machine than in POV.. Do you have the same feeling about
yours?

Regards,
Hugo


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From: Christoph Hormann
Subject: Re: classic mountains and water
Date: 24 Jul 2002 03:47:08
Message: <3D3E5B7C.C47F495D@gmx.de>
Abe wrote:
> 
> This is an interesting view of a project I was working on which popped
> up when I pulled back to a wide angle view of the scene. Terrain
> generated by World Machine (finally a terrain editor I can work with!),
> atmosphere is media (no fog) and clouds and sun are pigments. Everything
> else is a mess.

Nice, how did you do the texture?

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 15 Jul. 2002 _____./\/^>_*_<^\/\.______


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From: Gail Shaw
Subject: Re: classic mountains and water
Date: 24 Jul 2002 15:25:21
Message: <3d3eff21@news.povray.org>
"Abe" <bul### [at] taconicnet> wrote in message
news:3D3### [at] taconicnet...
> This is an interesting view of a project I was working on which popped
> up when I pulled back to a wide angle view of the scene. Terrain
> generated by World Machine (finally a terrain editor I can work with!),
> atmosphere is media (no fog) and clouds and sun are pigments. Everything
> else is a mess.
>

Looks very nice. I've never heard of World Machine. Is it free or
commercial?
Got an URL?

Gail
--
#macro G(H,S)disc{0z.4pigment{onion color_map{[0rgb<sin(H/pi)cos(S/pi)*(H<6)
cos(S/pi)*(H>6)>*18][.4rgb 0]}}translate<H-5S-3,9>}#end G(3,5)G(2,5.5)G(1,5)
G(.6,4)G(.5,3)G(.6,2)G(1,1)G(2,.5)G(3,.7)G(3.2,1.6)G(3.1,2.5)G(2.2,2.5)G(9,5
)G(8,5.5)G(7,5)G(7,4)G(7.7,3.3)G(8.3,2.7)G(9,2)G(9,1)G(8,.5)G(7,1)///GS


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From: Hugo
Subject: Re: classic mountains and water
Date: 24 Jul 2002 15:31:24
Message: <3d3f008c$1@news.povray.org>
> Looks very nice. I've never heard of World Machine.
> Is it free or commercial?
> Got an URL?

Free!  :o)
http://students.washington.edu/sschmitt/world/


Regards,
Hugo


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From: Abe
Subject: Re: classic mountains and water
Date: 24 Jul 2002 20:22:49
Message: <3D3F4454.D6FF9695@taconic.net>
I don't have the source at my fingertips right now, but it was basically
a combination of scattering media (type 1) and a complementing
absorption media (using a _nearly_ identical color to the scattering
media). If you will pardon some generic code, it was roughly as follows
 
sphere{
 y-earth_radius+camera_position, earth_radius+scat_atmosphere_height
hollow 
 pigment{clear}}
 interior{media{scattering{1 scat_color*scat_intensity, extinction 0}}} 
}
sphere{
 y-earth_radius+camera_position, earth_radius+absorp_atmosphere_height
hollow 
 pigment{clear}}
 interior{media{absorption absorp_color*absorp_intensity}}} 
}

Mind you, this is likely not the best nor final solution.

Abe

_Light_Beam_ wrote:
> 
> Can we know the media you used to make this blue haze (source ?) Thanks.
> 

> 3d3e04bb@news.povray.org...
> > Wow! Yet another render that cures our Terragen envy! :)
> >
> >


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From: Abe
Subject: Re: classic mountains and water
Date: 24 Jul 2002 20:27:22
Message: <3D3F4566.B5F5AB17@taconic.net>
Yup. My height fields tend to look great in anything except POV. It
drives me nuts.

Abe

Hugo wrote:
> 
> Looks very very nice!
> 
> Yes, World-machine is a great program, but my tests always end up looking
> better in World-machine than in POV.. Do you have the same feeling about
> yours?
> 
> Regards,
> Hugo


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From: Abe
Subject: Re: classic mountains and water
Date: 24 Jul 2002 20:53:58
Message: <3D3F4BA1.1ACB5450@taconic.net>
Which one? :)

Clouds: a POV implementation of Hugo Elias' cloud texture
(http://freespace.virgin.net/hugo.elias/models/m_clouds.htm) which I'm
sure you are familiar with, and "light sourced" using a simple bump
mapping technique (shifting the shadows away from the light source). I
did a basic outline of the process
here:http://www2.taconic.net/bullfrog/sky/lightsourced_clouds/simple_bumpshaded_clouds.html.
I also tried to incorporate cloud glow near the sun based the dot
product between the sun direction and the texture point on the cloud
plane. 

Sun: spherical pigment applied to the sky_sphere - appropriately scaled.

Water: pigment with some degree of transparency (and filtering, I
think), absorption media and simple bozo normal.

Terrain: a shoddy slope pigment and turbulated granite normal.

Sorry, but I don't have the code in front of me right now. Hope this
helps.

Abe

Christoph Hormann wrote:
> Nice, how did you do the texture?
> 
> Christoph
> 
> --
> POV-Ray tutorials, IsoWood include,
> TransSkin and more: http://www.tu-bs.de/~y0013390/
> Last updated 15 Jul. 2002 _____./\/^>_*_<^\/\.______


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