POV-Ray : Newsgroups : povray.binaries.images : WwW IRTC WIP [12.8kb] Server Time
16 Aug 2024 20:30:17 EDT (-0400)
  WwW IRTC WIP [12.8kb] (Message 5 to 14 of 14)  
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From:
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:52:47
Message: <sfg84u0r0tj156ob6o9ntnpj3idu0o7rcb@4ax.com>

wrote:
> mesh2{vertex_vectors{11<-2,2,9><-2,-2,9><-3,0,10><-1,0,10><-5,2,10><1,2,10><1,-2
> ,10><4,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6<0 1 2><0 3 1><0 4 2><0 5 3>
> <5 6 7><8 9 10>}pigment{rgb 1}}light_source{-x*6-z*9,1}

what a waste of space ;)

mesh2{vertex_vectors{11<-2,2,9>11*z-2<-3,0,10>10*z-x<-5,2,10>1+y+9*z<1,-2,10><4
,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6y+2*z z+3*y<0 4 2><0 5 3>z-x+6z-x
+9}pigment{rgb 1}}light_source{-x*6-z*9,1}

ABX


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 09:54:31
Message: <3c4442a7$1@news.povray.org>

news:ncf84ugn2mlc9orfekkpv85jdjocudc9qm@4ax.com...

> Last post did it but it wasn't well subjected. (IRTC WIP is very popular
subject
> - newsreaders join it with previous).
>

Doh!

> BTW: are you interested with shorter version of your sig ?
>
>
mesh2{vertex_vectors{11<-2,2,9><-2,-2,9><-3,0,10><-1,0,10><-5,2,10><1,2,10><1,-2
> ,10><4,-2,9><5,2,10><5,-2,10><2,-2,9>}face_indices{6<0 1 2><0 3 1><0 4 2><0 5
3>
> <5 6 7><8 9 10>}pigment{rgb 1}}light_source{-x*6-z*9,1}

Hmm, shorter, but less obfusticated.... Actually, I'm planning a new one, so you
and Warp will have a fix of your favourite drug RSN ;)


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From: Gail Shaw
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 13:43:54
Message: <3c44786a@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3c443c34$1@news.povray.org...
> "Gail Shaw" <gsh### [at] monotixcoza> wrote in message
> news:3c443bad@news.povray.org...
> >
> > Interesting. What is it?
> >
>
> Oh god, is it that hard to tell? Mountains and snow at night. Or did you
mean
> the subject? It's going to from "The Lion, the Witch and the Wardrobe".
>

just a bit small. The snow was easy, wasn't sure what was at the back. I
think the rock texture might be scaled too large

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: Greg M  Johnson
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 16:39:33
Message: <3c44a195$1@news.povray.org>
Wicked, mon!

Any and all characters would look supercool and professional against this
backdrop.


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From: Hugo
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 16:44:33
Message: <3c44a2c1$1@news.povray.org>
Apart from signatures and stuff, I'd like to comment the snow.  :o)  I'm
crazy with snow and ice on pictures.  How did you do this?


Hugo


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 16:57:51
Message: <3c44a5df@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message
news:3c44a2c1$1@news.povray.org...
> Apart from signatures and stuff, I'd like to comment the snow.  :o)  I'm
> crazy with snow and ice on pictures.  How did you do this?
>

Me to - I think over half my irtc subs have had snow. I have a feeling that
to model it correctly, some sort of sub-surface scattering is needed. As an
alternative strategy, I keep meaning to do a test with quite a reflective
material, but with a fine granite normal.

Well, here's the full code so far, but the snow and mountain textures are
fairly contained.

#version 3.5;

#include "colors.inc"
#include "functions.inc"

global_settings {
  assumed_gamma 1.0
  max_trace_level 10
}


camera {
  location  <0.0,2.0, 0.0>
  look_at   <0.0,1.0,20.0>
}

light_source {
  <0, 0, 0>
  color rgb <1, 1, 1>*1
  translate <150000, 200000, 50000>
  media_attenuation on
}

#declare baseRockTex =
texture{
  pigment{granite pigment_map{[0.0 Black][0.5 Gray10][1.0 Gray50]}}
  finish{ambient 0 diffuse 0.8}
  normal{
    average 2 scale 5
    normal_map{
      [dents 30 scale 1 ]
      [granite 30 scale 1 turbulence 0.25]
      [marble 30 scale 1 turbulence 0.5]
      [crackle 30 scale 1 turbulence 0.5]
    }
  }
}

#declare snowTex =
texture{
  pigment{rgb<0.9,0.9,1.3>}
  finish{ambient 0.10 diffuse 0.85}
  // pigment{rgb<0.8,0.8,1>}
  // finish{ambient 0.1 diffuse 1}
  normal{
    average 2
    normal_map{
      [dents 1 scale 1/25]
      [bozo 1 scale 2]
    }
  }
}

#declare rockTex =
texture{
  marble rotate z*90 scale 10 turbulence 0.5
  texture_map{
    [0.9 baseRockTex]
    [0.9 bozo scale 10 texture_map{[0.5 baseRockTex][0.5 snowTex]}]
  }
}

#declare GBaseTex =
texture{
  slope y
  texture_map{
    [0.64 rockTex]
    [0.66 snowTex]
  }
}

#declare GroundMFFunc = function(x,y,z){f_ridged_mf(x,y,z, 0.9, 5, 10, 0.75,
1, 0)}
#declare GroundFunc = function(x,y,z){y - (GroundMFFunc(x/15,0,z/15) *
min(((x/10)^2 + (z/10)^2), 25))}
#declare Ground =
isosurface{
  function{GroundFunc(x,y,z)}
  contained_by{box{<-50,-1,0>,<50,3000,50>}} //
<-5000,-100,-1000>,<5000,5000,5000> // max ht 1611.46
  accuracy 0.001
  max_gradient 10
  scale 100
  translate y*-3
  translate z*-100
}

  object{
    Ground
    texture{GBaseTex}
  }


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From: Hugo
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 15 Jan 2002 17:20:32
Message: <3c44ab30$1@news.povray.org>
OH!  Isosurface!  I should have guessed. Thanks a lot for sharing the code.
My own attemps will probably remain non-iso's cause I'm considering ways to
cover any object with snow and drifts.. And I want it to render quicker,
too.. Those big hopes won't be easy to fulfill, but it must be possible with
"trace" and a clever use of primitives / triangles as "bottom layer" for the
drifts and some blobs at the surface of them.

I've recently read articles online about the behaviour of snow in real
life.. I couldn't find much free stuff about 3d snow however.. Have you had
any luck? It would be interesting to dig into this with Pov cause there
seems to exsist very little.. I know there are some cheap looking features
in commercial modellers but that doesn't interest me.

Best wishes,
Hugo


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 16 Jan 2002 04:38:09
Message: <3c454a01$1@news.povray.org>
"Hugo" <hua### [at] post3teledk> wrote in message news:3c44ab30$1@news.povray.org...
> OH!  Isosurface!  I should have guessed. Thanks a lot for sharing the code.
> My own attemps will probably remain non-iso's cause I'm considering ways to
> cover any object with snow and drifts.. And I want it to render quicker,
> too.. Those big hopes won't be easy to fulfill, but it must be possible with
> "trace" and a clever use of primitives / triangles as "bottom layer" for the
> drifts and some blobs at the surface of them.

I used to trace to place the snow in the foreground in:
http://www.irtc.org/ftp/pub/stills/2000-04-30/tmcity.jpg

source at:
http://www.irtc.org/ftp/pub/stills/2000-04-30/tmcity.zip

but it was a rather brute force approach....


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From: Christoph Hormann
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 16 Jan 2002 16:49:03
Message: <3C45F548.3F4EF9E@gmx.de>
Good start, the rock texture should IMO more follow the terrain shape, it
right now looks very much painted on it.

Concerning the terrain shape, maybe try some different RMF parameters. 
Those curved ridges on the hillsides are a common problem about RMF but it
should be possible to mostly avoid them by tweaking the parameters.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Tom Melly
Subject: Re: WwW IRTC WIP [12.8kb]
Date: 17 Jan 2002 05:58:58
Message: <3c46ae72@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3C4### [at] gmxde...

> Concerning the terrain shape, maybe try some different RMF parameters.
> Those curved ridges on the hillsides are a common problem about RMF but it
> should be possible to mostly avoid them by tweaking the parameters.
>

Yeh - I'm always having trouble with this. I was hoping I'd get away with
passing them off as snowdrifts...


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