POV-Ray : Newsgroups : povray.binaries.images : Desert Landscape take 3 (89kbu) Server Time
16 Aug 2024 08:16:20 EDT (-0400)
  Desert Landscape take 3 (89kbu) (Message 24 to 33 of 33)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Harold Baize
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 18 Mar 2002 16:43:55
Message: <3c965f9b$1@news.povray.org>
Great. Here's an issue though. The crackle pattern is good
for a playa (dry lake bed), but not on dunes as you have
modeled here. A playa is totally flat, except for the cracked
surface pattern. I think you want more of a sandy surface.
Looks wonderful any way.

Harold


"Rune" <run### [at] mobilixnetdk> wrote in message
news:3c93dcb9@news.povray.org...
> As the cracked look of the texture really was all wrong, I had to rework
the
> textures again. This time I've gotten something that I think look a bit
more
> right, but I'm still not sure about it.
>
> Any suggestions for improvements (texture-wise or otherwise)?
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World:    http://rsj.mobilixnet.dk (updated Feb 16)
> POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
>


Post a reply to this message

From: Corey Woodworth
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 08:29:19
Message: <3c973d2f$2@news.povray.org>
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3c947e3b$2@news.povray.org...
> "Slime" wrote:
> > These textures are really impressive... so are the shapes.
>
> Thanks! :)
>
> > Could you explain or at least give a hint as to what
> > functions and objects you're using for these?
>
> It's a single height_field made from a function.

How do you make a height_field with a functoin? I thought you MUST have an
image for a heightfield. I've been doing heightfields lately and the look
awful. :(

Corey


Post a reply to this message

From:
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 08:38:01
Message: <tnfe9ugp9k9b4qv852e73geekocm2fhkod@4ax.com>
On Tue, 19 Mar 2002 08:34:27 -0500, "Corey Woodworth" <cdw### [at] mpinetnet>
wrote:
> I thought you MUST have an
> image for a heightfield.

Not in 3.5

ABX


Post a reply to this message

From: Corey Woodworth
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 08:55:48
Message: <3c974364$1@news.povray.org>

news:tnfe9ugp9k9b4qv852e73geekocm2fhkod@4ax.com...
> On Tue, 19 Mar 2002 08:34:27 -0500, "Corey Woodworth" <cdw### [at] mpinetnet>
> wrote:
> > I thought you MUST have an
> > image for a heightfield.
>
> Not in 3.5

cool, how do you do it?

> ABX


Post a reply to this message

From:
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 09:06:02
Message: <8ahe9ukte286qcs0l7jrabnmrp71k4dg6n@4ax.com>
On Tue, 19 Mar 2002 09:00:55 -0500, "Corey Woodworth" <cdw### [at] mpinetnet>
wrote:
> > > I thought you MUST have an
> > > image for a heightfield.
> >
> > Not in 3.5
>
> cool, how do you do it?

Not wasting time for wishes but reading documentation ;-)
Check 6.7.11.16 chapter of documentation if you have 3.5 installed or read
http://www.povray.org/working-docs/id000196.html#6_7_11_16

ABX


Post a reply to this message

From: Christopher James Huff
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 09:41:23
Message: <chrishuff-336556.09412819032002@netplex.aussie.org>
In article <3c974364$1@news.povray.org>,
 "Corey Woodworth" <cdw### [at] mpinetnet> wrote:

> > > I thought you MUST have an
> > > image for a heightfield.
> >
> > Not in 3.5
> 
> cool, how do you do it?

You use a function.

Not the answer you were looking for? ;-)
The syntax is described in the manual. As I recall, you replace the 
image specification with "function xres, zres {BlahBlah}". Personally, I 
think the height field macros in shapes.inc or isosurfaces produce 
better results.

-- 
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/


Post a reply to this message

From: Rune
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 14:10:24
Message: <3c978d20@news.povray.org>
"Christoph Hormann" wrote:
> I think the foreground is not so good in this version.
> You might try using a separate higher resolution
> heightfield for it.

Maybe...

> using such strong and large scale normals is always
> problematic.

I'm not using very strong or large scale normals IMO.

> Using the same pattern for the texture as for the
> heightfield might be useful.

Wouldn't that just give identical results as if I used a gradient y pattern?

> You could make the lower parts more sandy while having
> the higher parts made of stone material.

Or the flatter parts more sandy. So far it was supposed to look like rock
everywhere, but I'll give a combined sand and rock look a try.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 14:10:25
Message: <3c978d21$1@news.povray.org>
"Shay" wrote:
> Best so far I think.

Thanks! Definitely not the final one though.

> Colors seem to change too much between foreground
> and background, though.

I don't know if it's very visible, but the foreground is on top of a
plateau, thus where edge of the plateau is, the distance to the ground (and
the amount of fog looked through) changes abruptly.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 14:10:26
Message: <3c978d22$1@news.povray.org>
"Harold Baize" wrote:
> Great. Here's an issue though. The crackle pattern is good
> for a playa (dry lake bed), but not on dunes as you have
> modeled here.

There are no dunes here. It's supposed to be rock all over! As I said, my
texturing skills are not that good...

> A playa is totally flat, except for the cracked
> surface pattern. I think you want more of a sandy surface.

Probably. I'll try a more sandy look next time.

> Looks wonderful any way.

Thanks!

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:  http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Ring:  http://webring.povray.co.uk


Post a reply to this message

From: Christoph Hormann
Subject: Re: Desert Landscape take 3 (89kbu)
Date: 19 Mar 2002 14:35:51
Message: <3C979314.583E7423@gmx.de>
Rune wrote:
> 
> [...]
> > using such strong and large scale normals is always
> > problematic.
> 
> I'm not using very strong or large scale normals IMO.

That depends on your point of view.  The normals are large scale in
contrast to small scale structures you would use for sand or gravel and
they are strong enough to cause shadows if they were not only normal
perturbations.

> > Using the same pattern for the texture as for the
> > heightfield might be useful.
> 
> Wouldn't that just give identical results as if I used a gradient y pattern?
> 

Not if you add some turbulence (or use less turbulence than for the
heightfield).

Christoph.

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.