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"Marc Jacquier" <jac### [at] wanadoo fr> schreef in bericht
news:40a6394e@news.povray.org...
> For the foam I gave up the object pattern trick because it is boolean and
> not good at close-up
> I tweaked a function based on the same image as the isosurface terrain.
> This function fills the crackle pattern at hi values and let it empty at
low
> values.
>
Impressive foam, Marc! Much better indeed than previous one. However, the
crackle pattern seems a little bit too angular to me...?
Thomas
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40a69313@news.povray.org...
> Are you cheating? Is the sea a photo?
> Not the foam - that is obviously CG - but the sea looks suspiciously like
a
> photo of some sort.
>
> Regards,
> Hugo
>
LOL no thanks, the only bitmap in this scene is the one to generate the
terrain in an isosurface and the foam distribution.
The sea is an isosurface as well with combined unevenly scaled bozos (for
the swell) and f_ridged_mf function (for the ridges)
I'll post the code on p.b.s-f as soon as cleaned
Marc
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40A### [at] hotmail com...
>
> Your image has some shocking realism present in it. The grass, though,
> could use some improvement(IMO).
You're right grass is scheduled as "to do"
>
> Is that ocean an isosurface? A height_field of that size might take up a
> huge amount of memory...
An isosurface of course
>
> Good work~
Thank you :-)
Marc
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40a70ff2$1@news.povray.org...
>
> >
> Impressive foam, Marc! Much better indeed than previous one. However, the
> crackle pattern seems a little bit too angular to me...?
>
Thanks Tomas
Yes I think it needs to be scaled down a little and warp turbulence scaled
up so angles should vanish
MArc
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news: 40a68b8b$1@news.povray.org...
>
> curiousity, how tall is a lighthouse typically ?
>
> how tal are the walls around the field ?
>
> do the two and the view angle look correct ?
>
> stephen
>
This one is about 37m tall and the walls are about 0.5 to 1m.
Marc
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Master work!!!!
news:40a6394e@news.povray.org...
> For the foam I gave up the object pattern trick because it is boolean and
> not good at close-up
> I tweaked a function based on the same image as the isosurface terrain.
> This function fills the crackle pattern at hi values and let it empty at
low
> values.
>
> As usual comments are welcome :-)
>
> Marc
>
>
>
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news: 40a734ea$1@news.povray.org...
> Master work!!!!
>
Thanks Remy, it is still a work in progress though :)
Marc
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> LOL no thanks, the only bitmap in this scene is the one to generate
> the terrain in an isosurface and the foam distribution.
Heheh.. "You've been raytracing for too long when you begin to think CG look
like photos!" ;o)
> I'll post the code on p.b.s-f as soon as cleaned
Thank you very much.
Regards,
Hugo
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Hugo Asm wrote:
> Heheh.. "You've been raytracing for too long when you begin to think CG look
> like photos!" ;o)
"You've been playing FPS's too long when you go outside and marvel at
the parallax."
"You've been playing Quake too long when you go outside and see
cross-hairs."
"You've been playing Thief too long when you take a walk at night and
notice every streetlight shadow."
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40a7ade7@news.povray.org...
>
> > I'll post the code on p.b.s-f as soon as cleaned
>
> Thank you very much.
>
Done :)
Marc
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