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From: Bob H
Subject: about time for more ridged multifractaling [~222K Jpg]
Date: 17 Jan 2001 09:51:00
Message: <3a65b154@news.povray.org>
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Thought this turned out well considering there isn't any AA used so here it is
for all to see.
Rendered in 36 minutes on my 500MHz PIII.
It's all slope-dependant texturing used on the iso, water is separate plane,
along with simple sky_sphere.
I always think of Vistapro, the terrain renderer, when I do these.
A person could change these kinds of things forever and I'd still like anything
that comes of it.
Bob H.
--
omniVerse http://users.aol.com/persistenceofv/all.htm
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Attachments:
Download 'rmf3flyover.jpg' (164 KB)
Preview of image 'rmf3flyover.jpg'
![rmf3flyover.jpg](/povray.binaries.images/attachment/%3C3a65b154%40news.povray.org%3E/rmf3flyover.jpg?ttop=443840&toff=11350&preview=1)
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From: Ross Litscher
Subject: Re: about time for more ridged multifractaling [~222K Jpg]
Date: 17 Jan 2001 12:42:04
Message: <3a65d96c@news.povray.org>
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I agree, well done landscapes are always pleasing to look at. Antialiasing
would improve this image so much though. My old roommate had Bryce a couple
years back, that was fun to play with.
ross
Bob H.
<per### [at] aol com?subject=PoV-News:%20&body=Relating%20to%20POV-Ray:>
wrote in message news:3a65b154@news.povray.org...
> Thought this turned out well considering there isn't any AA used so here
it is
> for all to see.
> Rendered in 36 minutes on my 500MHz PIII.
> It's all slope-dependant texturing used on the iso, water is separate
plane,
> along with simple sky_sphere.
> I always think of Vistapro, the terrain renderer, when I do these.
> A person could change these kinds of things forever and I'd still like
anything
> that comes of it.
>
> Bob H.
> --
> omniVerse http://users.aol.com/persistenceofv/all.htm
>
>
>
>
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From: Tor Olav Kristensen
Subject: Re: about time for more ridged multifractaling [~222K Jpg]
Date: 17 Jan 2001 18:29:22
Message: <3A662AA9.72C9714C@online.no>
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"Bob H." wrote:
>
> Thought this turned out well considering there isn't any AA used so here it is
> for all to see.
> Rendered in 36 minutes on my 500MHz PIII.
> It's all slope-dependant texturing used on the iso, water is separate plane,
> along with simple sky_sphere.
> I always think of Vistapro, the terrain renderer, when I do these.
> A person could change these kinds of things forever and I'd still like anything
> that comes of it.
May I see the source ?
So that I can have a look at how to do such a nice scene :)
And can you please also render it with AA ?
--
Best regards,
Tor Olav
mailto:tor### [at] hotmail com
http://www.crosswinds.net/~tok/tokrays.html
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From: David Fontaine
Subject: Re: about time for more ridged multifractaling [~222K Jpg]
Date: 17 Jan 2001 18:49:21
Message: <3A662E44.532329B4@faricy.net>
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Excellent! I know rmf and slope-dependent textures take patience, at least with my
ability to manipulate them.
If you do do a render with aa, i would worry that a lot of detail would get washed
out, but as is it dies look grainy. Guess you'll have to render at 5000x3000 :)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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From: Christoph Hormann
Subject: Re: about time for more ridged multifractaling [~222K Jpg]
Date: 18 Jan 2001 01:14:23
Message: <3A6689C0.ED0DB25A@gmx.de>
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"Bob H." wrote:
>
> Thought this turned out well considering there isn't any AA used so here it is
> for all to see.
> Rendered in 36 minutes on my 500MHz PIII.
> It's all slope-dependant texturing used on the iso, water is separate plane,
> along with simple sky_sphere.
> I always think of Vistapro, the terrain renderer, when I do these.
> A person could change these kinds of things forever and I'd still like anything
> that comes of it.
>
I first was quite astonished about the short rendering time, but the price
for that is no aa and no radiosity. Anyway, it looks really nice.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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From: Bob H
Subject: Re: about time for more ridged multifractaling [~222K Jpg]
Date: 18 Jan 2001 04:09:53
Message: <3a66b2e1@news.povray.org>
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"Tor Olav Kristensen" <tor### [at] online no> wrote in message
news:3A662AA9.72C9714C@online.no...
>
> May I see the source ?
> So that I can have a look at how to do such a nice scene :)
>
> And can you please also render it with AA ?
Oh, okay ;-) guess everyone would rather see it that way too.
I'll post the pertinent part of the scene file to povray.text.scene-files
shortly. The AA render will be a while.
Bob H.
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From: Bob H
Subject: Re: antialiased ridged multifractaling [~150K Jpg]
Date: 18 Jan 2001 08:28:46
Message: <3a66ef8e@news.povray.org>
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Got to admit this makes the unantialiased one look bad. It's just that sometimes AA
does a lot to make things
fuzzy and blurred, esp. when using lower screen resolutions, and I liked the better
than 20-20 vision sort of
thing.
I've recently put my screen at 1600x1200 again (probably temporarily) so the non-AA
version still looks fair.
Changed the sunlight direction for better terrain relief and shadows since that last
one. 3.5 hours to render.
Oh, and the scene file is at p.t.s-f.
Bob H.
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Attachments:
Download 'rmf3flyoveraa.jpg' (112 KB)
Preview of image 'rmf3flyoveraa.jpg'
![rmf3flyoveraa.jpg](/povray.binaries.images/attachment/%3C3a66ef8e%40news.povray.org%3E/rmf3flyoveraa.jpg?ttop=443840&toff=11350&preview=1)
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From: Bob H
Subject: Re: antialiased ridged multifractaling [~150K Jpg]
Date: 18 Jan 2001 08:38:28
Message: <3a66f1d4@news.povray.org>
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Apologies to those who get the long text lines in certain newsreaders, I always
forget to go back to the usual 79 character lines after posting to p.t.s-f.
Bob H.
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From: Hans-Detlev Fink
Subject: Re: antialiased ridged multifractaling [~150K Jpg]
Date: 18 Jan 2001 09:53:24
Message: <3A670386.27BA903A@pe.cos.de>
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I'm not sure whether this one is better than the non-aa one.
Probably truth lies in between.
A trick that used to work quite well for me is to render
without aa but with 50% more size (each, x and y), then blur
it in Photoshop/Gimp/... (2-3 pixels) and finally scale it
down to the desired format.
This usually results in a very fine blur effect, less
than aa in the renderer, thus leaving many of the details.
-Hans-
"Bob H." wrote:
>
> Got to admit this makes the unantialiased one look bad. It's just that sometimes AA
does a lot to make things
> fuzzy and blurred, esp. when using lower screen resolutions, and I liked the better
than 20-20 vision sort of
> thing.
> I've recently put my screen at 1600x1200 again (probably temporarily) so the non-AA
version still looks fair.
> Changed the sunlight direction for better terrain relief and shadows since that last
one. 3.5 hours to render.
> Oh, and the scene file is at p.t.s-f.
>
> Bob H.
>
> [Image]
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From: Christoph Hormann
Subject: Re: antialiased ridged multifractaling [~150K Jpg]
Date: 18 Jan 2001 10:00:01
Message: <3A6704F2.2047238D@gmx.de>
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Better now IMO.
Making the vegetation 3-dimensional by adding it to the geometry of the
landscape would be a nice thing if you are not afraid of slow rendering.
I posted a 2d gradient pattern some time ago that could be used for this
purpose similar to the slope pattern you used for the texture.
Thanks for the code BTW.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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