POV-Ray : Newsgroups : povray.binaries.images : Narnia V2 [71kb] Server Time
18 Oct 2026 01:08:51 EDT (-0400)
  Narnia V2 [71kb] (Message 1 to 25 of 25)  
From: Tom Melly
Subject: Narnia V2 [71kb]
Date: 22 Jan 2002 05:14:41
Message: <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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From: Nekar Xenos
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:18:52
Message: <3c4d3c8c@news.povray.org>
Wow!

--
#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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From:
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:24:38
Message: <v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com>
On Tue, 22 Jan 2002 10:14:38 -0000, "Tom Melly" <tom### [at] tomandlucouk> 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.

ABX


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From: Juergen Scharfy
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:26:54
Message: <3c4d3e6e$1@news.povray.org>
> Now with traced trees - 20,000 of them. Took me a while to find a way of
making

very nice scene!

I think the trees are standing a little bit too loose.
Lighting is quite bright for a night... even in case of full moon.

What about adding footprints of animals to the snow? Most likely Rabbits,
Birds and Squirrels?
How did you build the mountains in the background so that the snow doesn't
cover the tip independently of the mountain's height?

> trees that didn't eat up memory. Managed it by combining meshes and
cylinders
> and adapting quality depending on distance.

I did the same with my fern. Otherwise 106000 objects blew up PC's memory...
now reduced to few thousands.

Cool picture anyway!
BTW: what is current the theme of the IRTC?

regards
Jürgen


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From: Dave Blandston
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:28:34
Message: <3c4d3ed2$1@news.povray.org>
That's a very dramatic, striking picture! I can't wait to see the finished
product...

--
-David

"Tom Melly" <tom### [at] tomandlucouk> 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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From: Nekar Xenos
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:31:13
Message: <3c4d3f71@news.povray.org>
"W³odzimierz ABX Skiba" <abx### [at] babilonorg> wrote in message
news:v2fq4u0fa098tm3ell5dn29dflb8gvkgaq@4ax.com...
> On Tue, 22 Jan 2002 10:14:38 -0000, "Tom Melly" <tom### [at] tomandlucouk> 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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From: Gail Shaw
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:33:53
Message: <3c4d4011@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> 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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From: Ace
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:36:04
Message: <3c4d4094@news.povray.org>
Tom Melly <tom### [at] tomandlucouk> 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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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:51:46
Message: <3c4d4442$1@news.povray.org>
"W³odzimierz ABX Skiba" <abx### [at] babilonorg> wrote in message
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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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:53:40
Message: <3c4d44b4$1@news.povray.org>
"Nekar Xenos" <j-p### [at] citywalkcoza> 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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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:57:03
Message: <3c4d457f@news.povray.org>
"Juergen Scharfy" <sch### [at] surfeuat> 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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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:57:52
Message: <3c4d45b0@news.povray.org>
"Gail Shaw" <gsh### [at] monotixcoza> 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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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 05:58:48
Message: <3c4d45e8$1@news.povray.org>
"Ace" <ble### [at] icefognet> 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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From: CJ
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 09:26:01
Message: <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.)

--
Regards,
C.J. POV User
PRSG
http://hyperion.spaceports.com/~povstudy/
hou### [at] yahoocom


Tom Melly <tom### [at] tomandlucouk> 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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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 10:40:09
Message: <3c4d87d9$1@news.povray.org>
"CJ" <hou### [at] yahoocom> 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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From: Fernando González del Cueto
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 11:36:32
Message: <3c4d9510@news.povray.org>
It is beautiful and strikingly realistic to me!

Congratulations,

Fernando.


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From: Steve
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 16:13:53
Message: <slrna4rga8.bnc.steve@zero-pps.localdomain>
On Tue, 22 Jan 2002 10:14:38 -0000, Tom Melly 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.
>
>There were meant to be stars as well, but I made a boo-boo...

Comming along nicely. 

--
sphere{z*5,1pigment{rgb.5}finish{reflection.3specular.5}}box{<-50,-3,-50>
<50,-2,50>pigment{checker/*-__--__/  * \-__--*/scale 2}finish{ambient.7}}
light_source/*__--__--__--__--__-(    ~ )-__--__--__--__--*/{<2,5,1>*4,1} 
/*__--__--__--__--__--__--__--__--\~  -/__--__--__--__--__--__--__--__-*/


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From: Txemi Jendrix
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 16:24:37
Message: <3c4dd895@news.povray.org>
"Tom Melly" <tom### [at] tomandlucouk> escribió en el mensaje
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.

Hi Tom.
Nice mountains, trees and snow. Very realistic.
Great image. Waiting to see your next version.
Bye

--
Txemi Jendrix
tji### [at] euskalnetnet
http://www.geocities.com/txemijendrix


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From: Kevin Ellis
Subject: Re: Narnia V2 [71kb]
Date: 22 Jan 2002 17:02:48
Message: <3c4de188@news.povray.org>
This is looking really nice, especially the work on the trees, although I'm
not totally convinced by the mountains.

Kev


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From: Ace
Subject: Re: Narnia V2 [71kb]
Date: 23 Jan 2002 00:19:27
Message: <3c4e47df$1@news.povray.org>
Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c4d45e8$1@news.povray.org...
> "Ace" <ble### [at] icefognet> 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)
>
>
Thanks!

Gary


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From: Leitha Hyde
Subject: Re: Narnia V2 [71kb]
Date: 23 Jan 2002 02:40:39
Message: <3c4e68f7@news.povray.org>
How about a door frame and open door around the border of the picture?

Leitha


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From: Christoph Hormann
Subject: Re: Narnia V2 [71kb]
Date: 23 Jan 2002 04:31:39
Message: <3C4E82F5.7F67B768@gmx.de>
Tom Melly 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.
> 

Although neither the mountains nor the trees are extremely realistic it
looks somehow beautiful, concerning the trees, if you make only about 5-10
different ones each as one mesh and place multiple instances this will
save a lot of memory, even if you don't reduce detail for the more distant
ones.  In addition grouping the trees into several unions would can also
speed up the render a lot.

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: CJ
Subject: Re: Narnia V2 [71kb]
Date: 23 Jan 2002 09:35:22
Message: <3c4eca2a$1@news.povray.org>
Even a small indent would go along way. I would not worry about being exact.

IMHO
--
Regards,
C.J. POV User
PRSG
http://hyperion.spaceports.com/~povstudy/
hou### [at] yahoocom

Tom Melly <tom### [at] tomandlucouk> wrote in message
news:3c4d87d9$1@news.povray.org...
> "CJ" <hou### [at] yahoocom> 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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From: Grey Knight
Subject: Re: Narnia V2 [71kb]
Date: 28 Jan 2002 08:21:34
Message: <3C55505A.E382129E@qub.ac.uk>
Tom Melly wrote:
> 
> WIP 4 IRTC

Mikey likes it!
 
> 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.

The short trees look a bit squashed; did you use the same object as for
the large ones?

> --
> #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

The one with //TM at the end is Tom Melly's.

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://digilander.iol.it/jrgpov" }
}


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From: Tom Melly
Subject: Re: Narnia V2 [71kb]
Date: 29 Jan 2002 04:38:45
Message: <3c566da5$1@news.povray.org>
"Grey Knight" <s16### [at] qubacuk> wrote in message
news:3C55505A.E382129E@qub.ac.uk...

> The short trees look a bit squashed; did you use the same object as for
> the large ones?
>

Yeh - I need to check my scaling params. Glad you like it (so far).


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