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Marc wrote:
> Comments are welcome of course but I don't think I'll change many things.
Nice! I think POV is great for architecture.
How did you do the stone on the walls? Was it built "brick by brick"
algorithmically, or is it a solid something with an appropriate texture,
and if so what texture? I've been wondering for a while how to make
such a texture. :-)
--
Darren New / San Diego, CA, USA (PST)
His kernel fu is strong.
He studied at the Shao Linux Temple.
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15ns1393p8gs5v02sbof4gentj8f7lmpjc@4ax.com...
> On Thu, 12 Apr 2007 17:55:56 +0200, "Marc"
> <jac### [at] wanadoofr>
> wrote:
>
>>Comments are welcome of course but I don't think I'll change many things.
>
> That's brilliant, Marc. A bit too clean but it jut might have been
> painted.
Thanks :-)
It is a on land lighthouse and kept very clean and well paint but I agree a
bit too clan here.
> What do you mean about getting rid of deformation of the tower due to
> perspective?
It looks like it has an oval section at the top
Marc
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461e5ec9$1@news.povray.org...
> Marc wrote:
>> Comments are welcome of course but I don't think I'll change many things.
>
> Nice! I think POV is great for architecture.
Thanks :-)
>
> How did you do the stone on the walls? Was it built "brick by brick"
> algorithmically, or is it a solid something with an appropriate texture,
> and if so what texture? I've been wondering for a while how to make such
> a texture. :-)
It is just a very simple mesh with a uv_mapped picture of a wall close to my
home (a color version for the pigment and a grayscale version for the
bumpmap) :-)
Marc
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Marc wrote:
> It is just a very simple mesh with a uv_mapped picture of a wall close to my
> home
Ah. We have some walls like that around here, and I'd been idly trying
to figure out how to do it in POV without an image map. :-)
--
Darren New / San Diego, CA, USA (PST)
His kernel fu is strong.
He studied at the Shao Linux Temple.
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From: Marc
Subject: Re: Yet another lighthouse : stone wall map (250kB)
Date: 12 Apr 2007 13:08:05
Message: <461e6775@news.povray.org>
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461e63dd@news.povray.org...
> It is just a very simple mesh with a uv_mapped picture of a wall close to
> my
> home (a color version for the pigment and a grayscale version for the
> bumpmap) :-)
>
Here is the map (it was looped in a image edition soft)
Marc
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Attachments:
Download 'Sufren_boucle_red.jpg' (244 KB)
Preview of image 'Sufren_boucle_red.jpg'
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"Marc" <jac### [at] wanadoofr> wrote in message
news:461e5687@news.povray.org...
> trace() used for the grass
Nice image indeed .... one thing of interest to me is the grass. I've also
been using trace to try to cover a heightfield section and make a medow, but
my results haven't been good enough yet. Wonder if you might be willing to
post your method for grass. Perhaps I might learn something and discover why
I'm having so much trouble achieving the look I want.
Thanks Jim
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From the thumnail I thought it looked like a photo, when I opened the large
image though I could see it was a render, mainly because of the textures
which I think are too smooth and clean but the modelling is top notch.
Great work.
Sean
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461e918a@news.povray.org...
>
> "Marc" <jac### [at] wanadoofr> wrote in message
> news:461e5687@news.povray.org...
>> trace() used for the grass
>
> Nice image indeed .... one thing of interest to me is the grass. I've also
> been using trace to try to cover a heightfield section and make a medow,
> but my results haven't been good enough yet. Wonder if you might be
> willing to post your method for grass. Perhaps I might learn something and
> discover why I'm having so much trouble achieving the look I want.
>
> Thanks Jim
>
The grass object is a tuft of grassblades . the trick is I don't rotate it
with rand but with v_turbulence instead. it looks like swirls caused by
wind.
I could post some code but it's rather messy :-)
Marc
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"Marc" <jac### [at] wanadoofr> wrote in message
news:461ea7ed@news.povray.org...
> The grass object is a tuft of grassblades . the trick is I don't rotate it
> with rand but with v_turbulence instead. it looks like swirls caused by
> wind.
ahhhh .... just the hint I was looking for ..... I have a blade and clumps
(tufts) that I'm happy with but was using rand to scale and rotate .... so I
will investigate v_turbulence.
Much Thanks
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web.461e9474fe1e89b874f606730@news.povray.org...
> From the thumnail I thought it looked like a photo, when I opened the
> large
> image though I could see it was a render, mainly because of the textures
> which I think are too smooth and clean but the modelling is top notch.
> Great work.
>
> Sean
>
The textures are too clean and the lighting not very realistic but I can't
find why.
In fact I am not after full photorealism.
Thanks for the kind comment :-)
Marc
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