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From: François Dispot
Subject: Grass tool demo picture
Date: 12 Sep 2003 19:03:11
Message: <3f6250af@news.povray.org>
Halfway between pictures and announcement, since we'll have both.

Here is a picture made using a grass dropping software I wrote this 
summer. The rest of the picture is the result of Marc Jacquier's skills.

This software was written in Java for portability, takes a greyscale 
height_field image as input, and outputs a POV-Ray 3.5 include file. It 
features the following:
- important memory savings compared with usual loop algorithms, using an 
extension to Gilles Tran's mgrass macros "patch" principle and a 
"dictionary"-style packing algorithm
- easy slope filtering to remove grass in steepest areas
- optional mask to allow or prevent grass growth on special locations 
like roads or ponds
- choice between simple but ugly, and nice, curved blades
- optional gathering of blades into tufts
- mesh2 export
- individual uv-mapping of blades

This free software (GPL) and its documentation are here:
http://www.wozzeck.net/images/hfcomp/gazon-en.html

Enjoy!

-- 

       __  __ __  __  _
|  | /  \  /  / |_  /  |/
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Attachments:
Download 'demo.jpg' (351 KB)

Preview of image 'demo.jpg'
demo.jpg


 

From: Txemi Jendrix
Subject: RE: Grass tool demo picture
Date: 12 Sep 2003 22:09:18
Message: <3f627c4e@news.povray.org>

noticias 3f6250af@news.povray.org...
> Halfway between pictures and announcement, since we'll have both.
>
> Here is a picture made using a grass dropping software I wrote this
> summer. The rest of the picture is the result of Marc Jacquier's skills.
>
> This software was written in Java for portability, takes a greyscale
> height_field image as input, and outputs a POV-Ray 3.5 include file. It
> features the following:
> - important memory savings compared with usual loop algorithms, using an
> extension to Gilles Tran's mgrass macros "patch" principle and a
> "dictionary"-style packing algorithm
> - easy slope filtering to remove grass in steepest areas
> - optional mask to allow or prevent grass growth on special locations
> like roads or ponds
> - choice between simple but ugly, and nice, curved blades
> - optional gathering of blades into tufts
> - mesh2 export
> - individual uv-mapping of blades
>
> This free software (GPL) and its documentation are here:
> http://www.wozzeck.net/images/hfcomp/gazon-en.html
>
> Enjoy!

 Sure I'll do.
Impressive image, and impressive features.
I've just downloaded it.
Thank you very much for sharing your work.
Bye.

Txemi Jendrix
http://www.txemijendrix.com


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From: Christoph Hormann
Subject: Re: Grass tool demo picture
Date: 13 Sep 2003 03:17:28
Message: <jvva31-8u5.ln1@triton.schunter.etc.tu-bs.de>

> Halfway between pictures and announcement, since we'll have both.
> 
> Here is a picture made using a grass dropping software I wrote this 
> summer. The rest of the picture is the result of Marc Jacquier's skills
.
> 
> This software was written in Java for portability, takes a greyscale 
> height_field image as input, and outputs a POV-Ray 3.5 include file. It
 
> features the following:
> - important memory savings compared with usual loop algorithms, using a
n 
> extension to Gilles Tran's mgrass macros "patch" principle and a 
> "dictionary"-style packing algorithm
> - easy slope filtering to remove grass in steepest areas
> - optional mask to allow or prevent grass growth on special locations 
> like roads or ponds
> - choice between simple but ugly, and nice, curved blades
> - optional gathering of blades into tufts
> - mesh2 export
> - individual uv-mapping of blades

Looks nice but using an external program excluses placing the grass on 
isosurfaces :-(.  I understand though that your sophisticated memory 
saving placement would probably be very slow in SDL.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 17 Jun. 2003 _____./\/^>_*_<^\/\.______


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From: Hugo Asm
Subject: Re: Grass tool demo picture
Date: 13 Sep 2003 13:24:23
Message: <3f6352c7$1@news.povray.org>
I sincerely would like the water code! I simply adore the look of it.

I realize it's a good combination of sky and under-water grass and cliffs.
But the pattern and material looks great. Can it be animated?

Regards,
Hugo


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From: Tek
Subject: Re: Grass tool demo picture
Date: 13 Sep 2003 20:28:18
Message: <3f63b622$1@news.povray.org>
> Christoph Hormann wrote:
> Looks nice but using an external program excluses placing the grass on
> isosurfaces :-(.  I understand though that your sophisticated memory
> saving placement would probably be very slow in SDL.

Surely you can just render the isosurface from above with a depth render?
Though you wouldn't get grass on surfaces that couldn't be represented with a
height field, like caves or similar concave shapes.

-- 
Tek
http://www.evilsuperbrain.com


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From: no13
Subject: Re: Grass tool demo picture
Date: 15 Sep 2003 02:50:01
Message: <web.3f65606fc7d0feaea0dca75e0@news.povray.org>
Excellent work.

Hands up for the water code as well :)

Hugo Asm wrote:
>I sincerely would like the water code! I simply adore the look of it.
>


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From: Jeremy M  Praay
Subject: Re: Grass tool demo picture
Date: 15 Sep 2003 13:32:04
Message: <3f65f794@news.povray.org>
What do you mean by "depth render"?

I think what you're saying is that you could create a height_field from the
isosurface, and then use that hightfield for reference in the grass-tool.
Is this correct?

The only way I would know of to do something like that is to create an
orthogonal camera view, and then use a gradient texture on the isosurface.
But without trying that, I'm not sure if it would work.  I'm assuming that
there must be an easier way.

-- 
Jeremy


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From: Tek
Subject: Re: Grass tool demo picture
Date: 15 Sep 2003 17:56:59
Message: <3f6635ab@news.povray.org>
"Jeremy M. Praay" <jer### [at] questsoftwarecom> wrote in message
news:3f65f794@news.povray.org...
> I think what you're saying is that you could create a height_field from the
> isosurface, and then use that hightfield for reference in the grass-tool.
> Is this correct?

Yeah exactly, I thought povray had a render option to do that. Or maybe
megapov...

But otherwise you could do an orthographic camera and gradient, like you said.
It would work perfectly (I've done similar things a few times), you'd just need
a simple bit of maths to line up the heightfield with the original objects.

-- 
Tek
http://www.evilsuperbrain.com


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From: Marc Jacquier
Subject: Re: Grass tool demo picture
Date: 15 Sep 2003 18:01:34
Message: <3f6636be$1@news.povray.org>

3f6352c7$1@news.povray.org...
> I sincerely would like the water code! I simply adore the look of it.

>

> I realize it's a good combination of sky and under-water grass and cliffs.
> But the pattern and material looks great.

Thank you  :-)
Sea surface shape is a piece of code frome Gilles Tran's makeclouds demo
http://www.oyonale.com/ressources/downloads/makecloud2_demo_sea.pov
Material is from my own :p

I post the scene ( without grass) on p.b.s-f


>Can it be animated?
I  don't see how it could be but maybe somebody has an idea.

Marc


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From: Jeremy M  Praay
Subject: Re: Grass tool demo picture
Date: 15 Sep 2003 20:33:38
Message: <3f665a62@news.povray.org>
"Orthographic" not "orthogonal"...  Oops...  I knew that didn't sound right
when I typed it, but alas, I was at work...

I should give that a try (in conjunction with this grass tool).  I was
hoping to enter the current IRTC round, but "work" and "life" seem to be
taking precedence, so that should give me time to play around.

"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3f6635ab@news.povray.org...
> "Jeremy M. Praay" <jer### [at] questsoftwarecom> wrote in message
> news:3f65f794@news.povray.org...
> > I think what you're saying is that you could create a height_field from
the
> > isosurface, and then use that hightfield for reference in the
grass-tool.
> > Is this correct?
>
> Yeah exactly, I thought povray had a render option to do that. Or maybe
> megapov...
>
> But otherwise you could do an orthographic camera and gradient, like you
said.
> It would work perfectly (I've done similar things a few times), you'd just
need
> a simple bit of maths to line up the heightfield with the original
objects.
>
> -- 
> Tek
> http://www.evilsuperbrain.com
>
>


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