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From:
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 14:01:30
Message: <3c62cf0a@news.povray.org>
> like, hard to beat those of you doing such great stuff out there.

I don't think that you have to beat anyone here? That's not a contest.
Your palms are great! I think if I had to model these the result would be a
50MB include file *lol*

Any closeup shot available?

regards
SY


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From: Xplo Eristotle
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 14:13:01
Message: <3C62D218.FBDBAA80@unforgettable.com>
bob h wrote:
> 
> As asked about in povray.advanced by Wanderer On The Road, as to how palm
> trees might be made, I did a quick attempt of them with very little CSG.
> clipped_by sphere sections randomized along a spline() (from v3.5 beta),
> also sphere_sweep for the trunks and isosurface for the island.

The trunks look a little too simple, but rougher texturing might fix
that. Other than that, these are great trees and I expect they probably
render pretty fast as well. Pretty scene, too, almost makes me want to
visit (though an island that size would be a bit confining ;)

-Xplo


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From:
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 15:17:44
Message: <3c62e0e8@news.povray.org>
Just came into my mind:
what about coconuts on the island?


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From: Christoph Hormann
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 15:51:06
Message: <3C62E8B8.1A5A85F4@gmx.de>
bob h wrote:
> 
> As asked about in povray.advanced by Wanderer On The Road, as to how palm
> trees might be made, I did a quick attempt of them with very little CSG.
> clipped_by sphere sections randomized along a spline() (from v3.5 beta),
> also sphere_sweep for the trunks and isosurface for the island.
> 
> I've done much less lately with POV and lesser still posting or replying
> around here.  So here it is, someone elses idea but my method  :-)  Hope you
> like, hard to beat those of you doing such great stuff out there.
> 

Nice, just the palm wings are a bit too geometric, i think they should be
more curved and the angle of the 'leafs' should change from lower to upper
end.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 06 Feb. 2002 _____./\/^>_*_<^\/\.______


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From: bob h
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 21:30:37
Message: <3c63384d@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3C62E8B8.1A5A85F4@gmx.de...
>
> Nice, just the palm wings are a bit too geometric, i think they should be
> more curved and the angle of the 'leafs' should change from lower to upper
> end.

Exactly right, more gravity kind of influence needs to be done.  I just left
the first curvature I got and it's the same for all.  The spine of the
fronds is a complete guestimation since the leaf part ended up with a few
transormations on the spline used for both and the two things didn't fit
together the same because of that.
Basically the whole things needs redoing.

bob h


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From: bob h
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 21:33:25
Message: <3c6338f5$1@news.povray.org>
Good idea, was thinking of adding them to the palms (or coconut trees!).
The seaweed is actually only a pigment if you didn't already realize.  Or
even think there was supposed to be seaweed there.

bob h


news:3c62e0e8@news.povray.org...
> Just came into my mind:
> what about coconuts on the island?


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From: bob h
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 21:41:50
Message: <3c633aee@news.povray.org>
"Xplo Eristotle" <inq### [at] unforgettablecom> wrote in message
news:3C62D218.FBDBAA80@unforgettable.com...
>
> The trunks look a little too simple, but rougher texturing might fix
> that. Other than that, these are great trees and I expect they probably
> render pretty fast as well. Pretty scene, too, almost makes me want to
> visit (though an island that size would be a bit confining ;)

I'd take a boat to it and picnic there, yeah.

I thought of putting a normal_map onto the trunks instead, just didn't do
so.  I was thinking a up/down grain should be on them as well as the
banding.

Funny thing, a Microsoft wallpaper of this same scene is already on here.  I
didn't mention it before, sounded so coincidental when Wanderer On The Road
(whomever he/she is).  The photo is rather blurry looking, being stretched
to fit, and the trees are all smoothed out so you don't see any fine
textures.  But I still looked at it to get a better idea how to make these.
Maybe I should add the sailboat the wallpaper pic has into this too.

bob h


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From: bob h
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 21:45:27
Message: <3c633bc7@news.povray.org>

news:3c62cf0a@news.povray.org...
> > like, hard to beat those of you doing such great stuff out there.
>
> I don't think that you have to beat anyone here? That's not a contest.

Helps to keep me going if I think you're all ray tracing stuff out ahead of
me and I'm losing ground.  And easy to think that way too  ;-)

> Your palms are great! I think if I had to model these the result would be
a
> 50MB include file *lol*

Um, you meant 500, right?  ha ha

> Any closeup shot available?

Nope, only done the same 512x384 res. renders so far.  BTW, I used
conserve_energy on the water finish now and it's far better than the
cyan-colored water was.

bob h


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From: bob h
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 21:47:25
Message: <3c633c3d$1@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message
news:3c62bd89$1@news.povray.org...
> Great for a quicky. This is the kind of thinking that is learned from
> experience. My quickest palm tree would probably have taken several
minutes
> to render. I do not have a good idea yet of what LOD is necessary.

Thanks, it's fairly fast to render if radiosity isn't used.  Around 20
minutes for this res. image default AA on my 800MHz P3.

bob h


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From: bob h
Subject: Re: palms (as in trees) [~40K Jpg]
Date: 7 Feb 2002 21:49:35
Message: <3c633cbf@news.povray.org>

news:r4b56uojt72h41dcfmpu4458c9eld03o4j@4ax.com...
> On Thu, 7 Feb 2002 10:31:11 -0600, "bob h" <omn### [at] charternet> wrote:
> > clipped_by sphere sections randomized along a spline() (from v3.5 beta),
> > also sphere_sweep for the trunks and isosurface for the island.
>
> sounds like good candidate for "shortest code" contest :-)

Uh, no.  Perhaps not mine anyway.  I was summing up a lot.  Well, it's not a
whole lot of file either I guess.

bob h


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