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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
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Download 'desert3.jpg' (89 KB)
Preview of image 'desert3.jpg'
![desert3.jpg](/povray.binaries.images/attachment/%3C3c93dcb9%40news.povray.org%3E/desert3.jpg?preview=1)
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> 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.
I liked take2's textures better, especially close up
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Rick
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These textures are really impressive... so are the shapes. Could you explain
or at least give a hint as to what functions and objects you're using for
these?
- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]>
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Rune -
No one seems to have mentioned this, but it seems important to me.
It looks like you are using crand in the texture. The only reason I
bring it up is that crand does not fade with distance like it should,
and I was wondering if that's why the buttes in the distance seem really
noisy.
But maybe it's just a compression artifact, or maybe a sampling error if
you're using media for the atmosphere...
As for composition, I like the 1st post the best. The foreground butte
seems to be obscuring too much of your wonderful background.
- Ben
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On Sun, 17 Mar 2002 00:59:02 +0100, "Rune"
<run### [at] mobilixnet dk> wrote:
>Any suggestions for improvements (texture-wise or otherwise)?
The clouds don't look like what you'd see in a desert, more like
typical continental rain clouds. Try the famous "web of fate" (I think
this is how they call in Swahili) which can be seen before a sand
storm. Long streaks of thin dark clouds, scarlet above, fading to dark
gray and black at the horizon. The whole cloud layer is shaped like a
giant horseshoe rotated slightly about its axis of symmetry, with the
whirlwind forming at the lower end.
You can try putting some cacti... maybe if you shift the setting it a
little more towards night time, you can have the cacti glow as well --
the most certain sign of an oncoming storm. That, and a night version
of the clouds.
A single vulture perching on a rock in the mid-distance could bring a
lot more to the picture than what I described above. Easier to do,
too. <g>
And by all means, render a version with either the spherical or
cylindrical camera... you know, for us cheaters :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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"Rick [Kitty5]" wrote:
> I liked take2's textures better, especially close up
Hmm, I like the new one better. I don't think rock would have cracks like
those in take 2, as Kevin Ellis pointed out. That's more the case in a
desert of dried mud or something, which this isn't.
Rune
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"Ben Birdsey" wrote:
> It looks like you are using crand in the texture.
I didn't use crand - never have done, never will do. Crand is evil.
> But maybe it's just a compression artifact, or maybe a
> sampling error if you're using media for the atmosphere...
Not using media. I don't think it looks very noisy, but the little noise
there is must be caused by the normal, which of course gets very small with
distance.
> As for composition, I like the 1st post the best. The
> foreground butte seems to be obscuring too much of your
> wonderful background.
That can be fixed in the still image, but in the animation that I'll be
using this scene in, the camera has to be near the ground where the action
takes place. :)
Rune
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"Peter Popov" wrote:
> The clouds don't look like what you'd see in a desert,
> more like typical continental rain clouds.
Hmm, I'm not sure that desert is the right term in the first place. I was a
little inspired by Grand Canyon - is Grand Canyon a desert? Anyway, I
haven't been there, I'm just looking at photos from the web.
I'll see if I can find some good inspiration for some different clouds.
> You can try putting some cacti...
Maybe...
> maybe if you shift the setting it a little more
> towards night time
No, I want bright sunshine. :)
> A single vulture perching on a rock in the mid-distance
> could bring a lot more to the picture than what I described
> above. Easier to do, too. <g>
Easy? I don't think so! Besides, you do realize it would have to be a
slightly cartoony vulture to fit together with AL the Alien? ;)
> And by all means, render a version with either the spherical
> or cylindrical camera... you know, for us cheaters :)
Actually it is indeed rendered with the spherical camera already. Oh, you
mean a full 360x180 degree image so you can map it onto the sky_sphere in
your own scenes? Cheater! ;)
Rune
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"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.
I start with a highly exponentally raised noise3d function:
#include "functions.inc"
#declare f_hills = function (x,y,z) {f_noise3d(x,y,z)^10*15}
I clip that function in the 0-1 range and add some smaller noise to it that
increases with altitude:
#declare f_nhills =
function (x,y,z) {
min(
1,
(
f_hills(x,y,z)
* (1+f_noise3d(x*10,y*10,z*10)*1.0)
* (1+f_noise3d(x*30,y*30,z*30)*0.5)
)
)
}
I then add together three of these f_nhills functions with different
strengths and also add a f_ridged_mf function to it all. The rest is
tweaking.
Hope that helps!
Rune
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Rune
Coming along very nicely, the textures seem fine now, although a bit green,
If they are to stay green then I suggest you add some green bushes or
something to set the colour off.
There doesn't seem to be any cloud shadows though which I would expect from
that sky and lighting. Also that ridge on the right could really do woth
some radiosity or even just a fill light.
Great work though, I'm sure Al will be quite happy there........ as long as
he has some food and water I suppose.
Any progress on the icy landscape?
Kev
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