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Autumn is coming and I decided that something with leaves was in order.
The leaves are meshes, originally created as heightfields in Photoshop
and converted with a LOT of trace(). The hole in the middle is sort of
an artifact of the method I used to scatter the leaves; assuming I do
more with this scene, I'll most likely fix it, or hide it by putting
some other object there. The texturing is quite nice, IMO, if not 100%
realistic.. more's the pity you can't possibly see the detail at this scale.
Other than that, the scene uses some extremely crude radiosity to
brighten up the shadows, took about 45 minutes or so to render on my old
7100/266, and didn't like JPEG compression.. so I apologize for the file
size.
The next revision will likely have a lower sun for better shadows, a
better radiosity environment, something more interesting than a white
plane for the leaves to sit on, and perhaps some more variation in leaf
color.. I need to work up some more pigments.
Comments?
-Xplo
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Attachments:
Download 'leaves70.jpg' (155 KB)
Preview of image 'leaves70.jpg'
![leaves70.jpg](/povray.binaries.images/attachment/%3C3d804814%40news.povray.org%3E/leaves70.jpg?ttop=443840&toff=8750&preview=1)
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Xplo Eristotle <xpl### [at] infomagic net> wrote in news:3d804814@news.povray.org
> Comments?
Looks nice :) only - image is litte to sharp, mybe use Anti-Alias (strong
one), and area_light to get soft shadows.
Another idea - puttping camera near the "floor" only little bit over it and
make it look forward, almost paralel to plane can make interesting effect
with focal blur :)
(assuming floor is plane y,0 and that now camera is about <0,100,0>) :
location <0,5,-30>
look_at <0,6,0>
--
#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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It looks nice, really! I wonder though, what do you mean by "originally
created as heightfields in Photoshop
and converted with a LOT of trace" ... Why did you need trace?
Regards,
Hugo
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Xplo Eristotle wrote:
> The hole in the middle is sort of
> an artifact of the method I used to scatter the leaves; assuming I do
> more with this scene, I'll most likely fix it, or hide it by putting
> some other object there.
Hmmm... leaves in the floor... with a hole in the middle... ...isn't it
claiming for the tree?!?!? ;)
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Hugo wrote:
> It looks nice, really! I wonder though, what do you mean by "originally
> created as heightfields in Photoshop
> and converted with a LOT of trace" ... Why did you need trace?
If you know an easier way to convert a heightfield to a mesh and write
it to a file that can be used as an include, I'm listening...
-Xplo
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Rafal 'Raf256' Maj wrote:
>
> Looks nice :) only - image is litte to sharp, mybe use Anti-Alias (strong
> one), and area_light to get soft shadows.
Both good ideas, but I don't look forward to what they'll do to my
render time, which is why they're not used here.
> Another idea - puttping camera near the "floor" only little bit over it and
> make it look forward, almost paralel to plane can make interesting effect
> with focal blur :)
But then I need to fill the background with stuff to look at.. even if
it is crude and blurry. ;) This way I can "cheat" by only having to make
the ground and put some things on it.
-Xplo
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Jaime Vives Piqueres wrote:
>
> Hmmm... leaves in the floor... with a hole in the middle... ...isn't it
> claiming for the tree?!?!? ;)
That's one thought, yes. ;)
-Xplo
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"Xplo Eristotle" <xpl### [at] infomagic net> schrieb im Newsbeitrag
news:3d80d711@news.povray.org...
> If you know an easier way to convert a heightfield to a mesh and write
> it to a file that can be used as an include, I'm listening...
HF_Square in shapes.inc? Should do a good job ...
Marc-Hendrik
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Xplo Eristotle <xpl### [at] infomagic net> wrote in
news:3d80d80b@news.povray.org
> But then I need to fill the background with stuff to look at.. even if
> it is crude and blurry. ;) This way I can "cheat" by only having to
> make the ground and put some things on it.
How about putting a distant image imap with nice foto :P ?
--
#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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Marc-Hendrik Bremer wrote:
>
>>If you know an easier way to convert a heightfield to a mesh and write
>>it to a file that can be used as an include, I'm listening...
>
> HF_Square in shapes.inc? Should do a good job ...
I don't see any such thing in that file. Perhaps it's only in a more
recent version than the one I have?
-Xplo
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