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Hi all!
I've been absent for some time, due to some slight malfunctioning
of my life... ;-)
Nontheless, I'm back, and working on my Vegetation Macros
as well as on my Loneliness WIP.
Regarding the macros, I definetely need to script some algorithm to
spread/grow/seed objects/plants from one position outward, the
image has too many spots and places where a plant could be placed,
but which isn't found due to the more general, brute force approach
being used at the moment (find a random position, check if position by
itself
is valid, and then check for intersections = too random and slow).
Its useful for spreading objects across the landscape, but its not too
useful to actually populate it entirely...
As for the Loneliness WIP, I'm still tinkering with the mood (lighting
and camera), and toying around with my idea on how I want to
visualize Loneliness. That is, by the way, the part that is missing in
this image: nothing is really lonely yet...
I'm thinking about making it a night-scene, but I'm not too sure about
that yet...
Well, comments, criticism, anything is welcome!
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
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Attachments:
Download 'grass_veg5.jpg' (285 KB)
Preview of image 'grass_veg5.jpg'
![grass_veg5.jpg](/povray.binaries.images/attachment/%3C3d44857a%40news.povray.org%3E/grass_veg5.jpg?ttop=443840&toff=8950&preview=1)
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"Tim Nikias" <tim### [at] gmx de> wrote in news:3d44857a@news.povray.org
> Well, comments, criticism, anything is welcome!
Interesting :)
I would lighten image a bit (it's to 'greay') and maybe change ground
texure.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On Mon, 29 Jul 2002 02:00:19 +0200, "Tim Nikias" <tim### [at] gmx de> wrote:
> Well, comments, criticism, anything is welcome!
Somehow I don't understand this image :-( The water surface looks not
horizontal. How you control placing of grass ? Have you finally checked script
I posted in your thread in povray.general some time ago ?
ABX
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3d44857a@news.povray.org...
Hi Interesting approach!
I think your grass patches are too regular/similar in size and orientation,
you could try more random rotation on each one, and scaling indexed on
validity (the more valid the position, the bigger the grass patch as if
grass hardly grows on poor land areas)
Aren't the blades a little thick?
Marc
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ieo9kuongr1ehpqrdjshl36i4p3p36fntq@4ax.com...
> On Mon, 29 Jul 2002 02:00:19 +0200, "Tim Nikias" <tim### [at] gmx de>
wrote:
> > Well, comments, criticism, anything is welcome!
>
> Somehow I don't understand this image :-( The water surface looks not
> horizontal.
I think it's due to lack of background: camera points down but, as ther is
no ground beyond the heigh_field, the horizon is lower than cam.
Our brain wants to see it higher and so sees water tilted.
Marc
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As for the water surface, Marc explained it pretty well.
The camera is slightly tilted in position, the horizon isn't
where you actually expect it to be, cause the heightfield
doesn't give a good measure for that.
As for your script: I have checked it. It does a nice and
quick job, but I don't think I can use it in the manner I'd
like to use it.
For one, I don't know much about functions. I do want
to get to them some time soon, but I've got a lot of
unfinished stuff floating around which I want to attack
before moving onward.
For another, I don't know how I could apply this to a
heightfield. The main thing I do is check the slope and
height-differences of the nearby vicinity by sampling some
trace() onto the heightfield. The data is checked against
some user-specified settings, and determines if the position
is valid.
Then, I sort the positions into grids and check for intersections
by testing the new position against the former ones.
Now, I guess if I'd involve more brain, I could get all that
to work with functions SOMEHOW. Still, I need to keep
track of positions, cause they may be altered later on using
various other macros (like deleting positions below or above
a certain height, or, if I'd assume each position is actually a
disc-object, to resample the position in order to place the
disc just underneath the heightfield, the main reason for this
is the grass, the blades lie on a disc, and I'd have floating
blades if I wouldn't do so). Other macros will involve
combining objects of different radius etc.
And, though you mentioned smart scripting would make the
recursion limit go higher, I placed 120.000 non-intersecting
spheres in a test-scene, and I have no clue on how I could
smart-script your code (there goes my function inability again).
I do thank you for your feedback and attempt, but its above
my level of POV-knowledge as well as, as far as I know, not
suitable for the job.
Which reminds me: if I'd want to do an animation, I'd have to
output the positions nontheless, and re-process (e.g.
load them into the function) for every frame again, right?
I hope your not too sad about all this...
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
Post a reply to this message
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There are actually 5 different patches, and each has its
own random rotation. Yes, they are similiar in size, like
a field of grass mostly is!
Nontheless, I'm working on a macro which will check how
much neighbours each patch has. The more neighbours, the
better the region is (supposedly), and thus, the grass is bigger.
So, lonesome patches will be scaled smaller, and rims aren't
as big as the center of fields. But that wasn't / isn't implemented
yet.
As for thick blades, they are two-dimensional meshes, but perhaps
you meant width (or maybe I am confusing width and thickness,
not you, doesn't matter), and that may well be. Can be changed
very easily.
Thanks for your comment!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
Post a reply to this message
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3d4561d5$1@news.povray.org...
> There are actually 5 different patches, and each has its
> own random rotation. Yes, they are similiar in size, like
> a field of grass mostly is!
> Nontheless, I'm working on a macro which will check how
> much neighbours each patch has. The more neighbours, the
> better the region is (supposedly), and thus, the grass is bigger.
> So, lonesome patches will be scaled smaller, and rims aren't
> as big as the center of fields. But that wasn't / isn't implemented
> yet.
Ah clever! (I just use slope for this purpose, I think it's faster but your
way seems more natural)
> As for thick blades, they are two-dimensional meshes, but perhaps
> you meant width (or maybe I am confusing width and thickness,
> not you, doesn't matter), and that may well be. Can be changed
> very easily.
no no I confused, I meant width, :-)
Marc
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