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Hello, all.
Here's my stab at grass on a heightfield using trace(). The grass is made up
of 300,000 copies of one blade mesh, randomly rotated, resized, coloured and
finished. Took just over an hour to render in MegaPOV 0.7 on my shamefully
fast PC (1.3Ghz), and most of that was parsing time.
It looks OK-ish, but the texture is bobbins and there's no sense of scale in
this pic anyway.
Bye,
Alan.
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Attachments:
Download 'hf_grass3.jpg' (82 KB)
Preview of image 'hf_grass3.jpg'
![hf_grass3.jpg](/povray.binaries.images/attachment/%3C3b0ed730%40news.povray.org%3E/hf_grass3.jpg?preview=1)
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I'd like to see a larger image and maybe with more
light. Looks promising...
--
CG images, *obscure* home-brewed graphics utils, and
animation
http://www.users.qwest.net/~dearmad
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I would really like to see your code. I'm trying to make a whole golf hole
and would like to see some examples of code( others I have seen don't work
for me they take up too much ram .Is this ram hungry?). If you have time I
would appreciate it.
Alan Holding <man### [at] lineone net> wrote in message
news:3b0ed730@news.povray.org...
> Hello, all.
>
> Here's my stab at grass on a heightfield using trace(). The grass is made
up
> of 300,000 copies of one blade mesh, randomly rotated, resized, coloured
and
> finished. Took just over an hour to render in MegaPOV 0.7 on my
shamefully
> fast PC (1.3Ghz), and most of that was parsing time.
>
> It looks OK-ish, but the texture is bobbins and there's no sense of scale
in
> this pic anyway.
>
> Bye,
> Alan.
>
>
>
>
>
Post a reply to this message
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very good grass blades.
Perhaps they seem a little too broad.
Personally I prefer higher "specular" values, sometimes higher than 1 or 2.
Really good work so far. And I like the sky.
Norbert
Alan Holding <man### [at] lineone net> schrieb in im Newsbeitrag:
3b0ed730@news.povray.org...
> Hello, all.
>
> Here's my stab at grass on a heightfield using trace(). The grass is made
up
> of 300,000 copies of one blade mesh, randomly rotated, resized, coloured
and
> finished. Took just over an hour to render in MegaPOV 0.7 on my
shamefully
> fast PC (1.3Ghz), and most of that was parsing time.
>
> It looks OK-ish, but the texture is bobbins and there's no sense of scale
in
> this pic anyway.
>
> Bye,
> Alan.
>
>
>
>
>
Post a reply to this message
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