POV-Ray : Newsgroups : povray.binaries.images : Cove WIP (245 Kb Attachment) Server Time
14 Aug 2024 22:15:22 EDT (-0400)
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From: Steve
Subject: Re: Cove WIP (245 Kb Attachment)
Date: 20 Sep 2002 02:16:48
Message: <slrnaol3s1.mdl.steve@zeropps.org.uk>
On Wed, 18 Sep 2002 23:18:51 -0400, Aaron Gillies wrote:
> Folks:
> 
> I have been working the last few days on some ideas
> for Spectacular Landscapes.
> 
> Here is something that I came up with.  It's a work
> in progress and only the land mass and water have been
> completed.
> 
> Any suggestions or critiques?

The file size is huge for what you've posted, it's a basic work in 
progress and you could have got away with a much smaller file in KB
without losing any quality. 

It's looking good so far. 

-- 
%HAV-A-NICEDAY                    email mailto:ste### [at] zeroppsuklinuxnet
Steve                                web http://www.zeropps.uklinux.net/
                                             or http://start.at/zero-pps
  3:59am  up 84 days, 14:25,  2 users,  load average: 1.01, 1.08, 1.19


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From: Hugo
Subject: Re: Cove WIP (245 Kb Attachment)
Date: 20 Sep 2002 18:47:50
Message: <3d8ba596$1@news.povray.org>
> Yes, I have read Christoph's tutorial and the water uses some
> of the things that he suggests.

Christoph has at least 2 different pages dealing with water, and based on
your image I think you refer to the toturial about setting up the
reflections, media, and to a lesser degree, the ripples... But the page I
had in mind, offers a quite complicated macro for you to download, that
simulates the behaviour of water surfaces in motion (a simplified behaviour
but better than I've seen elsewhere in POV).. Here's the link, in any case:

http://www-public.tu-bs.de:8080/~y0013390/pov/water/water_inc.html

By default it generates isosurfaces but for speed reasons, heightfields are
the better choice and it's not hard to setup to output a heightfield.. Well
the pattern will then repeat itself because you will probably copy the
heightfield to several places in the scene to fill an ocean...

But it's worth a look, if you missed it.  ;o)

Regards,
Hugo


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From: Batronyx
Subject: Re: Cove WIP (245 Kb Attachment)
Date: 21 Sep 2002 00:31:54
Message: <3d8bf63a$1@news.povray.org>
[snip]

> Yeah ...  It's a crappy, low-res bitmap in the height_field.
> I've been trying to fix it, but everything I try makes it look worse.

Try rendering an orthographic top down view with no lights, ambient 1 gradient y
pattern at large size (depth_map). You can soften/blur that if you like, and
then repeat the depth render with this new image using hf_gray_16 output. You
should wind up with a less 'crappy', hi-res bitmap to use. Just be careful with
your file names. :)

--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>)          // Batronyx ^"^


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From: Aaron Gillies
Subject: Re: Cove WIP (245 Kb Attachment)
Date: 21 Sep 2002 11:46:56
Message: <3d8c9470$1@news.povray.org>
"Batronyx" <bat### [at] alliancecablenet> wrote in message
news:3d8bf63a$1@news.povray.org...

> Try rendering an orthographic top down view with no lights, ambient 1 gradient y
> pattern at large size (depth_map). You can soften/blur that if you like, and
> then repeat the depth render with this new image using hf_gray_16 output. You
> should wind up with a less 'crappy', hi-res bitmap to use. Just be careful with
> your file names. :)

I tried it and it looks great!  A huge improvement!

Aaron

Aaron Gillies
New York City
x3rxes[&]yahoo.com


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From: Batronyx
Subject: Re: Cove WIP (245 Kb Attachment)
Date: 21 Sep 2002 20:22:31
Message: <3d8d0d47@news.povray.org>
:)


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