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So, finally...
This is the final image. I tweaked the media-settings a little
more, and modified the texture for the heightfields to be
much more snow-like (brighter, more reflective on light).
The glow on the iglu was enlargened for more effect, the
sun scaled down a little.
Rendertime was somewhat around 3 hours on my 1.4 GHZ Athlon,
524 MB RAM, Win 98 system.
To answer all probable questions:
The clouds are made with scattering media, as is the sun and
some highlighting on the foreground heightfield,
and an outer rim on the iglu for a crude subsurface scattering.
Emission and absorbing media was used to model the haze
(much more flexibility than fog, but slower), and pure emission
media was used for the glow on the iglu.
The iglu is pure CSG, the heightfields were modelled using
pigment-patterns and the image-function.
The little name in the top right corner is just a bump-map applied
to the camera.
Hope you all like the final version. I'll be cleaning up the code today
and put it up on my homepage for download.
Regards and thanks for all the help,
Tim
---
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
Post a reply to this message
Attachments:
Download 'iced_land.jpg' (152 KB)
Preview of image 'iced_land.jpg'
![iced_land.jpg](/povray.binaries.images/attachment/%3C3d573c07%40news.povray.org%3E/iced_land.jpg?ttop=443840&toff=8900&preview=1)
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"Tim Nikias" <tim### [at] gmx de> wrote in message
news:3d573c07@news.povray.org...
> ...
> To answer all probable questions:
> The clouds are made with scattering media, as is the sun and
> some highlighting on the foreground heightfield,
> and an outer rim on the iglu for a crude subsurface scattering.
Oh, your clouds are so nice! Never seen better ones in CG (but many that
equal these).
> The iglu is pure CSG, the heightfields were modelled using
> pigment-patterns and the image-function.
I think the shadows casted by the height field on itself show the "low"
resolution of it. This probably is the case in the lower left corner. Good
looking otherwise.
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On Mon, 12 Aug 2002 06:40:19 +0200 "Tim Nikias"
<tim### [at] gmx de> wrote:
> So, finally...
<snip>
Haven't contributed to this thread till now, but I silently
observed it.
Tim, you have made a very nice image, and I liked the way you
progressed to make this from what you had at the beginning. Now I
know how to go about making a *good* POV scene.
Thanks a lot for this insight (and for the fabulous image)!
-Kedar
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Cool, so to say, and now the wind blows icily.
so long
-Ive
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Better. more white. Snow is white.
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"Greg M. Johnson" <gregj:-)565### [at] aol com> wrote in message
news:3d57e18d$1@news.povray.org...
> Better. more white. Snow is white.
>
>
It has to be said ...
Don't eat yellow snow!
== John ==
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Brrrrr ....
Jim
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From: John D Gwinner
Subject: Re: Iced Land (Final, no WIP anymore!!!!)
Date: 13 Aug 2002 23:27:46
Message: <3d59ce32@news.povray.org>
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Really fantastic. I think I'll have to make it my backdrop. I need a 1
"Tim Nikias" <tim### [at] gmx de> wrote in message
news:3d573c07@news.povray.org...
> So, finally...
> This is the final image. I tweaked the media-settings a little
> more, and modified the texture for the heightfields to be
> much more snow-like (brighter, more reflective on light).
>
> The glow on the iglu was enlargened for more effect, the
> sun scaled down a little.
>
> Rendertime was somewhat around 3 hours on my 1.4 GHZ Athlon,
> 524 MB RAM, Win 98 system.
>
>
> To answer all probable questions:
> The clouds are made with scattering media, as is the sun and
> some highlighting on the foreground heightfield,
> and an outer rim on the iglu for a crude subsurface scattering.
>
> Emission and absorbing media was used to model the haze
> (much more flexibility than fog, but slower), and pure emission
> media was used for the glow on the iglu.
>
> The iglu is pure CSG, the heightfields were modelled using
> pigment-patterns and the image-function.
>
> The little name in the top right corner is just a bump-map applied
> to the camera.
>
> Hope you all like the final version. I'll be cleaning up the code today
> and put it up on my homepage for download.
>
> Regards and thanks for all the help,
>
> 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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Sorry, laptop keyboard and I hit 'control enter' accidentally. Grrr ..
This is very nice, I'll have to head to your homepage and download the
scene. I have a dual monitor setup and a 3200x1200 pixel backdrop would
look very nice.
== John ==
"Tim Nikias" <tim### [at] gmx de> wrote in message
news:3d573c07@news.povray.org...
> So, finally...
> This is the final image.
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I've just completed a new render with increased
detail on the heightfield (2000x2000 instead of 600x600),
took a lot longer to trace (something around 15 hours
I believe). I'll put the better version up on my homepage
later, and if I get to it, post the source-code along
with it.
(The above information was only to warn you that a
3200x1200 backdrop would require a veeeery long
time, and, BTW, the image was designed for 2:1-Aspect,
so you'd probably have to trace 3200x1600 and cut it,
cause the scenery doesn't really support a wider
image)
regards,
Tim
---
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
"John D. Gwinner" <jgw### [at] dazsi com> wrote:
> Sorry, laptop keyboard and I hit 'control enter' accidentally. Grrr ..
>
> This is very nice, I'll have to head to your homepage and download the
> scene. I have a dual monitor setup and a 3200x1200 pixel backdrop would
> look very nice.
>
> == John ==
>
> "Tim Nikias" <tim### [at] gmx de> wrote in message
> news:3d573c07@news.povray.org...
> > So, finally...
> > This is the final image.
>
>
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