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Playing around with the 'hf_height_at' function in MegaPov. I don't really
like the results, but that's because of the models I used for the grass. I
modeled 4 grass blades in Rhino and randomly chose among the 4 to place at
the various points on the hf. I don't think I'm going to work much more on
this image, it has over 69,000 objects and took over 10 hrs to render, there
is too much I would have to change and it would take too long to render. One
problem is that the way I have the script set up the blades are positioned
uniformly over he surface of the HF and despite the fact that I added random
translation there still seems to be too few blades. A good portion of the
60,000+ blades are out of view on the other side of the HF.
Post a reply to this message
Attachments:
Download 'Grass.JPG' (84 KB)
Preview of image 'Grass.JPG'
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Actually now that I take a closer look it does quite a nice job as long as
the camera is not up close, the grass at the top of the hills looks quite
realistic. Perhaps I could still use this as long as it is not up close?
"Thomas Lake" <tla### [at] homecom> wrote in message
news:3b072a0a@news.povray.org...
> Playing around with the 'hf_height_at' function in MegaPov. I don't really
> like the results, but that's because of the models I used for the grass. I
> modeled 4 grass blades in Rhino and randomly chose among the 4 to place at
> the various points on the hf. I don't think I'm going to work much more on
> this image, it has over 69,000 objects and took over 10 hrs to render,
there
> is too much I would have to change and it would take too long to render.
One
> problem is that the way I have the script set up the blades are positioned
> uniformly over he surface of the HF and despite the fact that I added
random
> translation there still seems to be too few blades. A good portion of the
> 60,000+ blades are out of view on the other side of the HF.
>
>
>
Post a reply to this message
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Gilles Trans Make Grass macro might help out. It allows you to define a
blade of grass from which it creates a patch of grass blades and then
make areas of grass by tiling the patches. It will output the patch of
grass as a mesh in an include file that you can use later.
It's at http://www.oyonale.com/ressources/english/sources01.htm
Steve
> One
> > problem is that the way I have the script set up the blades are
positioned
> > uniformly over he surface of the HF and despite the fact that I
added
> random
> > translation there still seems to be too few blades. A good portion
of the
> > 60,000+ blades are out of view on the other side of the HF.
Post a reply to this message
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Using Gilles technique I created a pic withh 33,000,000 blades of grass -
took about 2 hours to pass and 30 mins to render.
Mick
"sacrofts" <sac### [at] tinyonlinecouk> wrote in message
news:3b077eb5@news.povray.org...
Gilles Trans Make Grass macro might help out. It allows you to define a
blade of grass from which it creates a patch of grass blades and then make
areas of grass by tiling the patches. It will output the patch of grass as
a mesh in an include file that you can use later.
It's at http://www.oyonale.com/ressources/english/sources01.htm
Steve
> One
> > problem is that the way I have the script set up the blades are
positioned
> > uniformly over he surface of the HF and despite the fact that I added
> random
> > translation there still seems to be too few blades. A good portion of
the
> > 60,000+ blades are out of view on the other side of the HF.
Post a reply to this message
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Good grief!! 2 hours?? I have to admit when I used it for the first
time I didn't really know how things worked and thought pov had crashed
because of the long pass time.
Steve
"Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> wrote in message
news:3b078da9@news.povray.org...
> Using Gilles technique I created a pic withh 33,000,000 blades of
grass -
> took about 2 hours to pass and 30 mins to render.
>
>
Post a reply to this message
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"Thomas Lake" <tla### [at] homecom> wrote in message
news:3b072a0a@news.povray.org...
[snip]
> translation there still seems to be too few blades. A good portion
of the
> 60,000+ blades are out of view on the other side of the HF.
>
I recently had a heavy session with MP's trace and had similar
problems - low density and wasted objects. One solution was to fire
test rays from the camera at the scene and incrementing the counter
for a "hit". Haven't tried hf_height_at so don't know if trace will
work for you.
Alf
Post a reply to this message
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Heh, I actually did crash it - didn't have enough swap space for so many
objects and the poor hard drive went nuts looking for any free spots at all.
Only a couple hundred thousand objects ;)
"sacrofts" <sac### [at] tinyonlinecouk> wrote in message
news:3b082ede@news.povray.org...
Good grief!! 2 hours?? I have to admit when I used it for the first time I
didn't really know how things worked and thought pov had crashed because of
the long pass time.
Steve
"Mick Hazelgrove" <mic### [at] mhazelgrovefsnetcouk> wrote in message
news:3b078da9@news.povray.org...
> Using Gilles technique I created a pic withh 33,000,000 blades of grass -
> took about 2 hours to pass and 30 mins to render.
>
>
Post a reply to this message
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