![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Nice work, but the water in the horisont has the same luminance as the sky,
and should probably be darker in my opinion. Except if you want the water to
fade with the horisont, because of fog, but it doesn't look like you have
fog.
The ripples are too uniform. You could add some variation by introduce some
wind, to vary the strength of the ripples.. Also, the scale of the ripples
suggest the rocks are too small, in my opinion.. Not that you need to limit
the size of the ripples, but perhaps add some smaller waves.. Sub waves..
Have you tried Christoph Hormann's implementation of realistic "sine-water"
? It animates well too. He read an article on the net, and made a macro in
POV that contain some of those formulas. (search the newsgroups for "sine
water")
Maybe the water is a bit too reflective.. Or.. Maybe it's realistic enough,
but you need more skylight. The water is completely black where the rocks
are in shadow. Radiosity from the blue sky would solve that.
Lastly, you could add some interaction with the rocks, where the water
'hits' the rocks there should be some small ripples bouncing back.. To
simulate that, you could put an orthographic camera on top of it all, to
sample the rocks from above, and with a paintprogram make those bouncing
ripples (any way you can).. The result then has to be added with the ripples
you already have.
Maybe this sounds too time-consuming but it was my ideas about the water.
:o)
Regards,
Hugo
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
I like it. It almost has a "Myst" feel. (I mean that in a good way.)
The rock formation on the right looks like it has a seam going up diagonally
which looks odd to me.
I might suggest a slight water line where (if the tide had retreated a bit)
would leave some slightly stained
and wet rock above the actual water line.
Nice!
"Aaron Gillies" <no### [at] spam com> wrote in message
news:3d89422a@news.povray.org...
> 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?
>
> Thanks.
>
> Aaron
>
> Aaron Gillies
> New York City
> x3rxes[*]yahoo.com
>
>
>
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> Are you purposefully trying to achieve that "faceted" look on the
> land mass? It looks a bit odd to me.
>
> -Kedar
Well, this is what I was able to pull out of Terragen.
I tried to get something a bit smoother by enlarging and smoothing
the bitmap in Paint Shop Pro, but that created a terracing effect that
looked even worse that what I had currently. Using the smooth
keyword created some strange dark blobs and streaking on the
height_field surface.
Aaron
Aaron Gillies
New York City
x3rxes[&]yahoo.com
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Hugo" <hua### [at] post3 tele dk> wrote in message news:3d899d92$1@news.povray.org...
> The ripples are too uniform. You could add some variation by introduce some ...
Thanks! Yes, I have read Christoph's tutorial and the water uses some
of the things that he suggests. I'll try to see if I can use some of your ideas.
I have had unsatisfactory results with radiosity so far ... I just got a bluish
image that looked quite flat and unattractive. I guess I had better
hit the documentation and see if I can get some better results.
Aaron
Aaron Gillies
New York City
x3rxes[*]yahoo.com
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Patrick Dugan" <pat### [at] usnetcomcorp com> wrote in message
news:3d8a3068$1@news.povray.org...
> The rock formation on the right looks like it has a seam going up diagonally
> which looks odd to me.
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.
> I might suggest a slight water line where (if the tide had retreated a bit)
> would leave some slightly stained
> and wet rock above the actual water line.
This is a great idea! I'm going to try that tonight.
Aaron Gillies
New York City
x3rxes[^]yahoo.com
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
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] zeropps uklinux net
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
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> 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
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
[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 ^"^
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Batronyx" <bat### [at] alliancecable net> 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
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
:)
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |