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news:v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com...
> On Tue, 22 Jan 2002 10:14:38 -0000, "Tom Melly" <tom### [at] tomandlu co uk> wrote:
> > WIP 4 IRTC
> >
> > Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> > trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> > and adapting quality depending on distance.
>
> I like it a lot. I if render time is reasonably then I have idea: animate it
> with camera moving along footprints. After each set of frames apear new
> footprint but no person at all. I mean invisible Yeti.
>
Cool idea. Only there aren't Yeti in Narnia IIRC. I do remember invisible
footprints, but they weren't in snow. Maybe the witch made herself invisible?
--
#local X=20*<-2,2,5>;sphere_sweep{catmull_rom_spline 6<-8,-8>1<-8,-8>1<-8,8>1<
8,-8>1<8,8>1<8,8>1translate 20*z pigment{gradient z scale 3color_map{[0rgb<0,9
,18>][1rgb 0]}}}#local K=2*z*X-X;#local R=seed(clock);blob{#while(K.x>X.x)
#local N=X+<rand(R)rand(R)1>/3;#local X=(vlength(N-K)<vlength(X-K)?N:2*X-N);
sphere{X,1,1rotate z*90}sphere{X,1,1}#end pigment{rgbt 1}interior{media{//Nekar
emission<2,4,5>*5}}hollow scale.05}// http://nekar_xenos.tripod.com/metanoia/
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"Tom Melly" <tom### [at] tomandlu co uk> wrote in message
news:3c4d3b91@news.povray.org...
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.
>
> There were meant to be stars as well, but I made a boo-boo...
>
Wow. Trees are very very nice.
Don't forget the lamppost.
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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Tom Melly <tom### [at] tomandlu co uk> wrote in message
news:3c4d3b91@news.povray.org...
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.
>
> There were meant to be stars as well, but I made a boo-boo...
>
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
>
yikes,
looks like a lot of the country around here, especialy the places I go
snomachining
(except the mountains are further away here) In other words: Realistic!
It never ceases to amaze me what you guys can acomplish.
Gary
P.s. Would you be willing to share some code for the trees and the snow? :-)
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news:v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com...
>
> I like it a lot. I if render time is reasonably then I have idea: animate it
> with camera moving along footprints. After each set of frames apear new
> footprint but no person at all. I mean invisible Yeti.
>
Hmm, I've been thinking of animating (just out of curiousity - I wanna see
what's over the nearest hill). Render time is pretty reasonable, so I'll see
what I can come up with.
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"Nekar Xenos" <j-p### [at] citywalk co za> wrote in message
news:3c4d3f71@news.povray.org...
>
>
> Cool idea. Only there aren't Yeti in Narnia IIRC. I do remember invisible
> footprints, but they weren't in snow. Maybe the witch made herself invisible?
>
Hey, well remembered! They were in Voyage of the Dawn Treader - one of the
islands had one-legged invisible gnomes. The queen didn't turn herself
invisible, but she did turn herself and her no. 1 dwarf into a rock and a tree
iirc.
Trivia Tom....
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"Juergen Scharfy" <sch### [at] surfeu at> wrote in message
news:3c4d3e6e$1@news.povray.org...
> very nice scene!
>
Thanks...
> I think the trees are standing a little bit too loose.
> Lighting is quite bright for a night... even in case of full moon.
Yeah - lighting is still very much WIP....
>
> What about adding footprints of animals to the snow? Most likely Rabbits,
> Birds and Squirrels?
Good idea - thanks.
> How did you build the mountains in the background so that the snow doesn't
> cover the tip independently of the mountain's height?
>
Hmm, well I just use a y slope, so I suspect that all the tips are covered - it
just leaves the shearer faces uncovered.
>
> Cool picture anyway!
> BTW: what is current the theme of the IRTC?
>
Worlds within worlds...
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"Gail Shaw" <gsh### [at] monotix co za> wrote in message
news:3c4d4011@news.povray.org...
>
> Wow. Trees are very very nice.
Thanks...
> Don't forget the lamppost.
>
As if.... ;)
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"Ace" <ble### [at] icefog net> wrote in message news:3c4d4094@news.povray.org...
> P.s. Would you be willing to share some code for the trees and the snow? :-)
Posted to binaries.scenefiles (Narnia v2)
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very nice Tom, but shouldn't the snow near the base of the tree be lower
than that in the open? (because the snow collecting on the branches.)
--
Regards,
C.J. POV User
PRSG
http://hyperion.spaceports.com/~povstudy/
hou### [at] yahoo com
Tom Melly <tom### [at] tomandlu co uk> wrote in message
news:3c4d3b91@news.povray.org...
> WIP 4 IRTC
>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making
> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.
>
> There were meant to be stars as well, but I made a boo-boo...
>
> --
> #macro G(D,E,F)#local I=array[3]{D,E,F}#local B=0;triangle{#while(
> B<3)#while(I[B])A[mod(I[B],10)]+#local I[B]=div(I[B],10);#end<-5,-
> 2,9>#local B=B+1;#end}#end #local A=array[7]{x,x*2,x*4,y,y*2,y*4,z
> }light_source{-x*6-z*9,1}mesh{G(105,10,146)G(105,246,10)G(105,56,
> 146)G(105,1256,246)G(1256,126,220)G(22156,2216,201)pigment{rgb 1}}//TM
>
>
>
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"CJ" <hou### [at] yahoo com> wrote in message
news:3c4d7679@news.povray.org...
> very nice Tom, but shouldn't the snow near the base of the tree be lower
> than that in the open? (because the snow collecting on the branches.)
>
I'm working on it, I'm working on it. ;) - well actually, I was thinking more
that there should be a small indented cone at the base of each tree since, iirc,
you get some melting close to the trunk - I'm not sure how much general indent
there would be, what with drifting and so on.
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