POV-Ray : Newsgroups : povray.binaries.images : Grass macro Server Time
3 Aug 2024 00:25:22 EDT (-0400)
  Grass macro (Message 1 to 5 of 5)  
From: Ben Chambers
Subject: Grass macro
Date: 14 Feb 2007 16:34:21
Message: <45d3805d@news.povray.org>
Here are some shots of my grass macro working, see my posts in general 
and scene-files.

I'm trying to make this thing run faster, as it needs to cover several 
square miles for a scene I'm working on.

...Chambers


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unclipped_grass.jpg


 

From: Simon
Subject: Re: Grass macro
Date: 14 Feb 2007 16:44:53
Message: <45d382d5$1@news.povray.org>
Ben Chambers wrote:
> Here are some shots of my grass macro working, see my posts in general 
> and scene-files.
> 
> I'm trying to make this thing run faster, as it needs to cover several 
> square miles for a scene I'm working on.

This will sure take some time and memory to process!  How many 
super-computers do have available for this scene? ;)

An other alternative, if I may suggest, is to put your 3D grass at the 
front, but farther, it's no longer necessary (specially if you decide to 
use focal-blur), so in the far you can use a simple texture of your grass.

I also remember, several years ago, a macro of function or something had 
been made to render the most realistic grass I had ever seen on povray, 
and it was very much optimised as it was (i think) one of the fastest 
methods...  lemme search...

Simon


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From: Simon
Subject: Re: Grass macro
Date: 14 Feb 2007 16:48:13
Message: <45d3839d$1@news.povray.org>
> I also remember, several years ago, a macro of function or something had 
> been made to render the most realistic grass I had ever seen on povray, 
> and it was very much optimised as it was (i think) one of the fastest 
> methods...  lemme search...

Here, check this out:
http://runevision.com/show.asp?id=100

Personally, I don't quite like the shape of the grass (looks too 
cartoonish), so it might an interesting challenge to make a more 
realistic 3D grass and use that for the texture.  Again, both the 3D 
version and texture version could be combined for additional realism.

HTH,
   Simon


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From: Orchid XP v3
Subject: Re: Grass macro
Date: 14 Feb 2007 17:01:39
Message: <45d386c3$1@news.povray.org>
> I'm trying to make this thing run faster, as it needs to cover several 
> square miles for a scene I'm working on.

Faster parse-time or render-time? (Or both?!)


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From: Ben Chambers
Subject: Re: Grass macro
Date: 14 Feb 2007 17:13:38
Message: <45d38992$1@news.povray.org>
Orchid XP v3 wrote:
>> I'm trying to make this thing run faster, as it needs to cover several 
>> square miles for a scene I'm working on.
> 
> Faster parse-time or render-time? (Or both?!)

Parse time is only a minute or so, render time is the killer.

And Simon, I don't use any supercomputers, just my venerable Athlon XP 
1700+ (1.4gHz) :)

It's currently covering about 2M square feet, which actually comes out 
to 1/12 of a square mile.  It traces in 12 minutes at 640x480, no AA, 
and uses 140MB of RAM.

However, since it instantiates a mesh to cover that territory, adding 
more area shouldn't use too much memory.  It's just the trace time that 
will suffer, and which I was hoping to cut down on.

...Chambers


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