|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Rune" <run### [at] mobilixnetdk> schrieb im Newsbeitrag
news:3bacbd42@news.povray.org...
> "Tony[B]" wrote:
> > I think the white and brownish lines are what give it away.
> > That, and the fact that there is no fuzziness on the horizon.
>
> Perhaps the attached version is slightly better?
>
> > Nice though. :)
>
> Thanks! :)
>
> Can anyone guess the trick I used?
>
I think, if it isn't a material/pigment-map,than maybe either an Isosurf or
Media, but both of them would be slow ... I don't see any artefacts of fast
mediasettings, but it seems to have some volume (as you can see at the edges
of the path)
at least it inspired me to the following 15mins hack (most time was waiting)
could you tell, if it's the right direction ?
-------------------
// place some camera and lights here ...
plane { // ground and lower limit of the container
y, 0
pigment { color rgb <0.7,0.5,0.3> }
}
difference { // this should be the container of the grass
plane {y, 0.1}
torus {3,0.3 scale y*20 translate x+1} // cut the path out of this ...
hollow // of course, we are playing with media
pigment { color rgbt <0,0,0,1> } // we ONLY play with media !
finish { ambient 0 diffuse 0} // --------"-------------
interior {
media { // here we go ...
absorption 35 // we have small features ...
samples 128,128 // and so we need much samples
density {
bozo // I think every pattern playes well
color_map { // one part of the secret is the colormap
[0, color rgb 0] // 85% nothing happens
[0.85, color rgb 0] //
[0.85, color rgb <0.9,0.25,0.9>] // but here we
[1, color rgb <0.9,0.7,0.9>] // create blades
}
frequency 1.5 // to make it a bit denser ...
scale <0.01,5,0.01> // thats the other part of the trick
warp { turbulence <0.3,0,0.3> } // and of course ...
}
}
}
}
-------------------
this renders without AA at 1180PPS here ... what is quite fast, i think ...
--
Jan Walzer <jan### [at] lzernet>
"Microsoft: because choices are confusing..."
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
interesting. the forground looks painted, which i like a lot.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Looks much better with the road, helps to add a sense of scale :)
(i have no idea how you did it!)
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Rick [Kitty5]" wrote:
> Looks much better with the road, helps to add a sense of scale :)
Well, actually it's supposed to be a small path, just half a meter wide, but
I don't think I succeeded in making it look that way. That's not so
important though.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Batronyx" wrote:
> 3.5 function pigment?
Well, yes, but that doesn't say so much does it? ;)
> Couldn't begin to guess the specific formula.
I'll post it in a little while.
> It occurs to me that maybe you could replace the
> darker colors with transparency and use two copies
> of the ground stacked one above the other for a
> little extra realism. What do you think?
I've already done that. That's why the horizon is slightly fuzzy. :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Mike Williams" wrote:
> If it's that fast it must just be a texture
Yep.
> I'd guess something like this:
> scale <0.01,1,0.1>
That wouldn't work because of perspective, but you've guessed the basic
principle, only it's a bit more complicated.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Glen Berry" wrote:
> I like these, but I think they look more like the
> texture of some types of fur, carpet, or perhaps
> "Astro-turf", than actual grass. Have you tried
> simulating any of these other materials, using
> this technique yet?
Nah, I'd prefer it to look like grass... :(
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Jan Walzer" wrote:
> I think, if it isn't a material/pigment-map, than maybe
> either an Isosurf or Media, but both of them would be slow
It's a texture... :)
> ... I don't see any artefacts of fast mediasettings, but
> it seems to have some volume (as you can see at the edges
> of the path)
I'm using several copies of the object one on top of the other...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Ross Litscher" wrote:
> interesting. the forground looks painted, which i like a lot.
Thanks!
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3badcaff@news.povray.org...
> "Batronyx" wrote:
> > 3.5 function pigment?
>
> Well, yes, but that doesn't say so much does it? ;)
No it doesn't. :) Just emphasizing your use of the new
functions over more traditional texture techniques.
>
> > Couldn't begin to guess the specific formula.
>
> I'll post it in a little while.
>
Great! I'll check it out. Enjoyed playing with some
of your crackle variants recently. :)
> > It occurs to me that maybe you could replace the
> > darker colors with transparency and use two copies
> > of the ground stacked one above the other for a
> > little extra realism. What do you think?
>
> I've already done that. That's why the horizon is slightly fuzzy. :)
I see that now. Hmmm. . . Perhaps some extra surface displacement on the top
layer to make the fuzzy/jagged effect more pronounced? It looks fresh
mowed on the edges but not in the middle. It might increase the realism
somewhat.
Impressive any way. :)
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World: http://rsj.mobilixnet.dk (updated June 26)
> POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |