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Revisiting the cliffs from my previous landscape post, this time with better 
lighting, atmosphere, textures and some water.
Looks much more like I wanted it to now, though the grass texture's a bit 
too smooth and makes the whole thing look even more surreal than it already 
is.
BTW, somewhat inspired by the beautiful PS2 game: shadow of the colossus.
-- 
Tek
http://evilsuperbrain.com
 
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The grass texture went a bit wrong in that last one, so I turned off the 
cliffs & water to work on my fake grass effect.
The grass is a granite pattern stretched towards the camera to give the 
illusion of vertical blades, then a bit of turbulence matching the normal to 
make it look like some of the blades are leaning over a little.
-- 
Tek
http://evilsuperbrain.com
"Tek" <tek### [at] evilsuperbrain com> wrote in message 
news:45dba311@news.povray.org...
> Revisiting the cliffs from my previous landscape post, this time with 
> better
> lighting, atmosphere, textures and some water.
>
> Looks much more like I wanted it to now, though the grass texture's a bit
> too smooth and makes the whole thing look even more surreal than it 
> already
> is.
>
> BTW, somewhat inspired by the beautiful PS2 game: shadow of the colossus.
>
> -- 
> Tek
> http://evilsuperbrain.com
>
>
>
 
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Tek wrote:
>
> The grass is a granite pattern stretched towards the camera to give the 
> illusion of vertical blades, then a bit of turbulence matching the normal to 
> make it look like some of the blades are leaning over a little.
> 
> 
Clever.
Sometimes large areas of grass take on a variagated, patchy look.  I had 
some success a while back getting that look (at leasee I thought so) 
using the Cells pattern with lots of turbulence.  Of course you could 
just put sharp stepping right into a pigment_map too I guess.  Anyway, 
just throwin' it out there.
 
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Tek wrote:
> The grass texture went a bit wrong in that last one, so I turned off
> the cliffs & water to work on my fake grass effect.
>
> The grass is a granite pattern stretched towards the camera to give
> the illusion of vertical blades, then a bit of turbulence matching
> the normal to make it look like some of the blades are leaning over a
> little.
I tried a similar thing once. It's possible to make it work quite okay for 
stills, but it has some shortcomings. For example, when looking down, the 
grass is still stretched directly below the camera, where you would see the 
grass blades from above. In the end I also wanted something that worked for 
animations too, which led me to try a different technique to fake grass in a 
texture. I ended up creating a texture that does something similar to faking 
many textured planes on top of each other, and released it as my Grass Tex 
Include File.
There's something I don't understand in your picture though. Grass blades 
are visible both in the foreground and on the more distant hill, but even 
though the distant hill is much further away, the grass blades seem to have 
almost the same size. Is that a side effect of the technique you use?
Rune
-- 
http://runevision.com
 
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"Rune" <new### [at] runevision com> wrote in message 
news:45dd5608$1@news.povray.org...
> I tried a similar thing once. It's possible to make it work quite okay for 
> stills, but it has some shortcomings. For example, when looking down, the 
> grass is still stretched directly below the camera, where you would see 
> the grass blades from above.
I'm using megapovs aoi texture to gain more realistic fur style shading, 
with the added effect that it will probably hide that artefact pretty well.
> There's something I don't understand in your picture though. Grass blades 
> are visible both in the foreground and on the more distant hill, but even 
> though the distant hill is much further away, the grass blades seem to 
> have almost the same size. Is that a side effect of the technique you use?
Hmm... somehow I hadn't noticed that! Thanks for pointing it out it looks 
like I need to tweak the formula some more, though if you look closely at my 
top post in this thread the grass blades appear flat on the close surfaces, 
and the very distant surfaces have really tall grass... so basically my 
maths is less screwed than it was, but still slightly wrong... I'll see if I 
can fix it.
-- 
Tek
http://evilsuperbrain.com
 
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Evidently this render took so long the cliffs have eroded some more.
I'm trying something different with the rocks underwater... though I think 
they're too smooth now. Also I've tweaked the water normal and media though 
I think it's now too transparent and tropical feeling. Plus this has the 
improved grass from that earlier hilly thing...
-- 
Tek
http://evilsuperbrain.com
"Tek" <tek### [at] evilsuperbrain com> wrote in message 
news:45dba311@news.povray.org...
> Revisiting the cliffs from my previous landscape post, this time with 
> better
> lighting, atmosphere, textures and some water.
>
> Looks much more like I wanted it to now, though the grass texture's a bit
> too smooth and makes the whole thing look even more surreal than it 
> already
> is.
>
> BTW, somewhat inspired by the beautiful PS2 game: shadow of the colossus.
>
> -- 
> Tek
> http://evilsuperbrain.com
>
>
>
 
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Tweaked and bug fixed version.
-- 
Tek
http://evilsuperbrain.com
 
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Tek wrote:
> Tweaked and bug fixed version.
I like the water and the cliff sides, and grass looks fine in
the distance. But I think the closeup would benefit from some
real plant objects, which might also help to cover the plateau
edges which look rather artificial.
 
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Yeah I agree, I'll bear that in mind if I develop it further.
-- 
Tek
http://evilsuperbrain.com
"Christian Froeschlin" <chr### [at] chrfr de> wrote in message 
news:45e17177$1@news.povray.org...
> Tek wrote:
>
>> Tweaked and bug fixed version.
>
> I like the water and the cliff sides, and grass looks fine in
> the distance. But I think the closeup would benefit from some
> real plant objects, which might also help to cover the plateau
> edges which look rather artificial.
 
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