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Marc Champagne wrote:
>I tried your varnish on this thing of mine, looks pretty good.
thanks!
>How did you come up with the sky_sphere gradient and the use of pow()?
I took the sky sphere colors from an old terragen sky render. The pow
commands are needed to adjust the colors to the gamma value of 1 (colors of
adjusting them).
>I'm simply trying to understand how folks come up with exotic ways to
>create textures/colors, in this case a world for reflections.
There are real texture masters like Gilles Tran, Mick Hazelgrove, Rune,
Margus Ramst and some others more.
http://news.povray.org/povray.binaries.images/18258/
http://news.povray.org/povray.binaries.images/22367/
Norbert
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WOW!
Very suggestive. After 5 minutes looking at the colors and following the
curves, I feel hypnotized.
Good work!
Norbert
Marc Champagne wrote:
>Marc Champagne <nos### [at] please com> wrote in
>news:Xns### [at] 204 213 191 226:
>
>> Norbert,
>>
>> I tried your varnish on this thing of mine, looks pretty good.
>>
>> How did you come up with the sky_sphere gradient and the use of pow()?
>>
>> I'm simply trying to understand how folks come up with exotic ways to
>> create textures/colors, in this case a world for reflections.
>>
>
>Ooops, here is the picture I'm refering to above
>
>(MIKA) Marc Champagne
>marcch.AT.videotron.DOT.ca
>Montreal, CANADA
>
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news: web.3da30af4ea2d989a9c5824bd0@news.povray.org...
> There are real texture masters like Gilles Tran, Mick Hazelgrove, Rune,
> Margus Ramst and some others more.
>
> http://news.povray.org/povray.binaries.images/18258/
> http://news.povray.org/povray.binaries.images/22367/
I don't think qualify as a texture master as I mostly borrow stuff from
other people. Particularly, the SEM texture thread above was very productive
for me: skin textures can also be simulated this way, by changing the
diffuse value in the slope_map (this is what I used for the Poser tests).
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Of course we all learn from each other. By example I love your pinnacle
texture from "chess".
The use of the slope dependent texture in the skin definition is really
I by myself am testing the use in plant textures. I hope to solve the
double_illumination problem you mentioned some months ago, where you used
media instead of double_illuminate in a leaf material of your phantastic
pond image. Up to now I have a simple meadow as an test. Grass and flowers
have all slope dependent pigment definitions.
Norbert
> I don't think qualify as a texture master as I mostly borrow stuff from
> other people. Particularly, the SEM texture thread above was very
productive
> for me: skin textures can also be simulated this way, by changing the
> diffuse value in the slope_map (this is what I used for the Poser tests).
>
> G.
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Attachments:
Download 'slope_pigment_test.jpg' (100 KB)
Preview of image 'slope_pigment_test.jpg'
![slope_pigment_test.jpg](/povray.binaries.images/attachment/%3C3da34957%40news.povray.org%3E/slope_pigment_test.jpg?preview=1)
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news: 3da34957@news.povray.org...
> I by myself am testing the use in plant textures. I hope to solve the
> double_illumination problem you mentioned some months ago, where you used
> media instead of double_illuminate in a leaf material of your phantastic
> pond image. Up to now I have a simple meadow as an test. Grass and flowers
> have all slope dependent pigment definitions.
Wow. I'm going to put this to immediate use.
You're going to win the IRTC, right ? Too bad we can't place bets :-)
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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"Norbert Kern" <nor### [at] t-online de> wrote in
news:web.3da30c70e8b125269c5824bd0@news.povray.org:
> WOW!
>
> Very suggestive. After 5 minutes looking at the colors and following
> the curves, I feel hypnotized.
> Good work!
If the imbedded message got impregnated into your brain, I shall soon
rule the world
:)
--
(MIKA) Marc Champagne
marcch.AT.videotron.DOT.ca
Montreal, CANADA
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>Wow. I'm going to put this to immediate use.
Great compliment for me, thanks.
>You're going to win the IRTC, right ? Too bad we can't place bets :-)
Norbert
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Norbert Kern wrote:
>
> Of course we all learn from each other. By example I love your pinnacle
> texture from "chess".
> The use of the slope dependent texture in the skin definition is really
> I by myself am testing the use in plant textures. I hope to solve the
> double_illumination problem you mentioned some months ago, where you used
> media instead of double_illuminate in a leaf material of your phantastic
> pond image. Up to now I have a simple meadow as an test. Grass and flowers
> have all slope dependent pigment definitions.
I'm not sure if i understand this right, you use a slope pattern in
direction of the main light to texture the side facing the light with some
normal plant texture and the other side with an ambient finish to simulate
the light scattered?
Your scene, although being impressive by the sheer amount of plants, seems
to lack the contrast in the colors you usually would expect for a view
against the light.
A scene showing this quite well is:
http://marc.jacquier.free.fr/pen_ar_bed_herb.htm
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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Christoph Hormann wrote:
>
>I'm not sure if i understand this right, you use a slope pattern in
>direction of the main light to texture the side facing the light with some
>normal plant texture and the other side with an ambient finish to simulate
>the light scattered?
the grass pigment has a slope pattern in the direction cam_pos to look_at.
Color is nearly orange with sides facing the camera and dark green with
perpendicular sides. So this is a total fake.
Flower blossoms have double_illuminate and a slope pattern regarding
transparency in the direction cam_pos to lightsource position. So every
blossom looks a little different. This is a better simulation of nature I
think.
>Your scene, although being impressive by the sheer amount of plants, seems
>to lack the contrast in the colors you usually would expect for a view
>against the light.
>A scene showing this quite well is:
>http://marc.jacquier.free.fr/pen_ar_bed_herb.htm
You are right, first it was a test scene for memory load reduction in grass
scenes.
to a scene because of the lacking contrast. This is because the sun is not
near the horizont, the heightfield is fairly flat and to reduce memory load
only a simple texture for the whole grass mesh is used. With
double_illuminate the situation was even worse. Contrast is higher in the
original 2560*1920 render.
addition the contrast within the grass near the lighthouse seems to come
mainly from jpeg artifacts.
In my holidays I studied back light scenes in nature and your link seems not
very near to anything I have seen in sweden.
Norbert
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here are two small partial renders of my last grass scene.
The first one is with slope dependent pigments in the grass and the
blossoms,
the second has only averaged simple pigments.
In my opinion the first one has much more contrast as the second.
Norbert
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Attachments:
Download 'slope_pigments.jpg' (45 KB)
Download 'without_slope_pigments.jpg' (45 KB)
Preview of image 'slope_pigments.jpg'
![slope_pigments.jpg](/povray.binaries.images/attachment/%3C3da48c07%40news.povray.org%3E/slope_pigments.jpg?preview=1)
Preview of image 'without_slope_pigments.jpg'
![without_slope_pigments.jpg](/povray.binaries.images/attachment/%3C3da48c07%40news.povray.org%3E/without_slope_pigments.jpg?preview=1)
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