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Hi
Here, on and off the western dangerous shores of France, we have a lot of
lighthouses. I keep on modeling some of them.
This one is the Creac'h (the Headland in Breton language) raised on the isle
of Ouessant at the entry of the Channel. It is one of the most powerful in
Europe. It can be seen from 150km.
Modeled in Moray... mostly CSG, some meshs, some isosurfaces (sea and land),
trace() used for the grass and I played with the compulsory IvyGenerator of
course :)
I unsucessfully tried to get rid of deformation of the tower due to
perspective :-(
Comments are welcome of course but I don't think I'll change many things.
Marc
Post a reply to this message
Attachments:
Download 'creach2_04_10.jpg' (112 KB)
Preview of image 'creach2_04_10.jpg'

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On Thu, 12 Apr 2007 17:55:56 +0200, "Marc" <jac### [at] wanadoo fr>
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.
What do you mean about getting rid of deformation of the tower due to
perspective?
Regards
Stephen
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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.
Post a reply to this message
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"Stephen" <mcavoysATaolDOTcom@> a écrit dans le message de news:
15ns1393p8gs5v02sbof4gentj8f7lmpjc@4ax.com...
> On Thu, 12 Apr 2007 17:55:56 +0200, "Marc"
> <jac### [at] wanadoo fr>
> 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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"Darren New" <dne### [at] san rr com> a écrit dans le message de news:
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.
Post a reply to this message
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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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"Marc" <jac### [at] wanadoo fr> a écrit dans le message de news:
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
Post a reply to this message
Attachments:
Download 'Sufren_boucle_red.jpg' (244 KB)
Preview of image 'Sufren_boucle_red.jpg'

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"Marc" <jac### [at] wanadoo fr> 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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"Jim Holsenback" <jho### [at] hotmail com> a écrit dans le message de news:
461e918a@news.povray.org...
>
> "Marc" <jac### [at] wanadoo fr> 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] wanadoo fr> 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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"s.day" <s.d### [at] uel ac uk> a écrit dans le message de news:
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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"Jim Holsenback" <jho### [at] hotmail com> a écrit dans le message de news:
461eaebf@news.povray.org...
I
> will investigate v_turbulence.
Sorry it is vturbulence not v_turbulence
Marc
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"Marc" <jac### [at] wanadoo fr> wrote in message
news:461eb055@news.povray.org...
> Sorry it is vturbulence not v_turbulence
ha ha .... yep i figured that out after search failed ..... found an example
in scenes/language/vturbulence.pov and have already added it to my code ....
Thanks!
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"Marc" <jac### [at] wanadoo fr> wrote:
> I unsucessfully tried to get rid of deformation of the tower due to
> perspective :-(
Very nice, I like it a lot.
To get rid of the deformation you mention, you could try to place the camera
farther away from the lighthouse and use a smaller viewing angle (the
'angle' keyword).
H
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Marc:
Very nice lighthouse.
Coincidently, I am waiting on a render to finish of a lighthouse that I started
working on about a
year ago. It is the Louisbourg lighthouse in Louisbourg, Nova Scotia, Canada. I come
back to it
every now and then, make a few changes, then wait a few days for the "final" render to
complete. I
usually do this when I am not feeling very creative and no new ideas are coming to me.
Anyway, I
may post the current "final" version, if it ever finishes.
Kyle
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"helge_h" <nomail@nomail> a écrit dans le message de news:
web.461ed95dfe1e89b8e3df04e00@news.povray.org...
> "Marc" <jac### [at] wanadoo fr> wrote:
> Very nice, I like it a lot.
> To get rid of the deformation you mention, you could try to place the
> camera
> farther away from the lighthouse and use a smaller viewing angle (the
> 'angle' keyword).
Thanks
I thought of that but I wanted to keep that angle to let some importance to
the background :-)
Marc
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"Kyle" <hob### [at] gate net> a écrit dans le message de news:
o3rt13pr21qd7mof9nnokahh8mup12lcd5@4ax.com...
> Marc:
>
> Very nice lighthouse.
Thanks :-)
>
> Coincidently, I am waiting on a render to finish of a lighthouse that I
> started working on about a
> year ago. It is the Louisbourg lighthouse in Louisbourg, Nova Scotia,
> Canada. I come back to it
> every now and then, make a few changes, then wait a few days for the
> "final" render to complete. I
> usually do this when I am not feeling very creative and no new ideas are
> coming to me. Anyway, I
> may post the current "final" version, if it ever finishes.
I had a look a the Nova Scotia Lighthouse Preservation Society site to see
what it looks like.
It is strange how while the function of the tower is the same, the style is
completely different. :-)
Here is a large sampling of French lighthouses
http://www.phareland.com/ (scrolldown a bit)
LOL I love these numerous "final" versions
Marc
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I love the grass! Nice model of the lighthouse too. For me the main problem
is the colour of the lighting, and overall balance of colours in the scene.
The colours on the building at the base of the lighthouse are a bit yellowy
in the light, and green in the shadows. For that kind of sky I'd expect
orangey-pink light and blue shadows. I've messed with it in photoshop (hope
you don't mind) to try to show what I mean.
What gamma setting did you use? It should be assumed_gamma 1, but this scene
feels a bit CG which is often caused by the gamma.
And one final thought, the sky doesn't look bright enough. At the moment the
clouds arent as bright as the white paint on the building, usually the sky
would be brighter than anything else.
--
Tek
http://evilsuperbrain.com
"Marc" <jac### [at] wanadoo fr> wrote in message
news:461e5687@news.povray.org...
> Hi
>
> Here, on and off the western dangerous shores of France, we have a lot of
> lighthouses. I keep on modeling some of them.
> This one is the Creac'h (the Headland in Breton language) raised on the
> isle
> of Ouessant at the entry of the Channel. It is one of the most powerful in
> Europe. It can be seen from 150km.
>
> Modeled in Moray... mostly CSG, some meshs, some isosurfaces (sea and
> land),
> trace() used for the grass and I played with the compulsory IvyGenerator
> of
> course :)
> I unsucessfully tried to get rid of deformation of the tower due to
> perspective :-(
>
> Comments are welcome of course but I don't think I'll change many things.
>
> Marc
>
>
>
>
Post a reply to this message
Attachments:
Download 'creach2_04_10.jpg' (171 KB)
Preview of image 'creach2_04_10.jpg'

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well, not bad compare to original ...
Post a reply to this message
Attachments:
Download 'PC.jpg' (511 KB)
Preview of image 'PC.jpg'

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"Tek" <tek### [at] evilsuperbrain com> a écrit dans le message de news:
461f6f3d@news.povray.org...
>I love the grass! Nice model of the lighthouse too.
I'm glad you enjoy :)
>For me the main problem is the colour of the lighting, and overall balance
>of colours in the scene. The colours on the building at the base of the
>lighthouse are a bit yellowy in the light, and green in the shadows. For
>that kind of sky I'd expect orangey-pink light and blue shadows. I've
>messed with it in photoshop (hope you don't mind) to try to show what I
>mean.
I don't mind at all. I agree my version is greenish in the shadows, I prefer
yours though coulds are pinky now :)
>
> What gamma setting did you use? It should be assumed_gamma 1, but this
> scene feels a bit CG which is often caused by the gamma.
Oh well it's Moray default 1.9! I never had a look at this setting
>
> And one final thought, the sky doesn't look bright enough. At the moment
> the clouds arent as bright as the white paint on the building, usually the
> sky would be brighter than anything else.
I didn't want to have neither burned whites nor dark paint, maybe I overdid
it
Thank you for your tips :-)
Marc
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"Penelope20k" <pen### [at] caramail fr> a écrit dans le message de news:
461f788a@news.povray.org...
> well, not bad compare to original ...
>
>
LOL thanks there are some differences though
Marc
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"Penelope20k" <pen### [at] caramail fr> schreef in bericht
news:461f788a@news.povray.org...
> well, not bad compare to original ...
>
(quel petit vélo à guidon chromé au fond de la cour??) Sorry, I couldn't
refrain myself! I won't do it again!! :-)
I prefer Marc's grass.....
Thomas
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Hello Marc!
Lighthouses remind me a former life (and my study time in Rennes ...). I
used to go near Penmarc'h (pointe de la Torche), and the Eckhmul lighthouse
nearby.
I have a question: how many grassblades did you plant to cover the ground?
Bruno
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote in message
news:461f9ac5$1@news.povray.org...
> I prefer Marc's grass.....
>
> Thomas
>
>
Yes that caught my eye as well. Marc turned me onto using vturbulence
instead of using rand to scale and rotate to give some variance. I've
incorporated that into a scene I've been working on for some time now .....
my grass clump count is WAY down. The density I had to use for the effect I
wanted was becoming unmanagable (long parse and render time) for the area I
wanted to cover ..... so I'm a happy camper and yes boys and girls you
should give vturbulence a try ;-)
Jim
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"Bruno Cabasson" <bru### [at] alcatelaleniaspace fr> a écrit dans le
message de news: web.461fcb8efe1e89b86302a0df0@news.povray.org...
> Hello Marc!
>
> Lighthouses remind me a former life (and my study time in Rennes ...). I
> used to go near Penmarc'h (pointe de la Torche), and the Eckhmul
> lighthouse
> nearby.
Eckhmul is in my to do list :)
>
> I have a question: how many grassblades did you plant to cover the ground?
Errrrrrr I did not count them. A lot I guess
Marc
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On Fri, 13 Apr 2007 08:43:12 +0200, "Marc" <jac### [at] wanadoo fr> wrote:
>Here is a large sampling of French lighthouses
>http://www.phareland.com/ (scrolldown a bit)
Nice reference. Thanks!
>LOL I love these numerous "final" versions
Here's the latest "final" version, after 83 hours of render time.
I originally had the idea to have the view be from a ship, and include some of the
ship's deck,
railing, rigging, etc. in the view, but I grew tired of the image before I completed
it. Now, I
revisit it every now and then to play around, usually when I don't have anything else
I'd rather
work on.
I hope you like it!
Kyle
Post a reply to this message
Attachments:
Download 'LightHouse.jpg' (69 KB)
Preview of image 'LightHouse.jpg'

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"Kyle" <hob### [at] gate net> a écrit dans le message de news:
67c82394fc2lafo36jdol8loa6qriqrpd4@4ax.com...
> Here's the latest "final" version, after 83 hours of render time.
>
> I originally had the idea to have the view be from a ship, and include
> some of the ship's deck,
> railing, rigging, etc. in the view, but I grew tired of the image before I
> completed it. Now, I
> revisit it every now and then to play around, usually when I don't have
> anything else I'd rather
> work on.
>
> I hope you like it!
Yes it's nice
Your rocks look like pillow lava, though, is it a granite pattern? Why not
wrinkles?
Marc
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> Your rocks look like pillow lava, though, is it a granite pattern? Why not
> wrinkles?
Yeah, the rock looks funky... but I really like that water! :-)
--
William Tracy
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|a|f|i|s|h|i|o|n|a|d|o|@|g|m|a|i|l|.|c|o|m|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|w|t|r|a|c|y|@|c|a|l|p|o|l|y|.|e|d|u|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
You know you've been raytracing too long when you spent more time with
your computer then you do your family.
AmaltheaJ5
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On Wed, 18 Apr 2007 14:13:16 -0700, William Tracy <wtr### [at] calpoly edu> wrote:
>> Your rocks look like pillow lava, though, is it a granite pattern? Why not
>> wrinkles?
>
>Yeah, the rock looks funky... but I really like that water! :-)
Thanks!
Here's the code for the island and the water. The island could use some work. Maybe
I'll work on
it for my next "final" version.
>>> snip >>>
/******************** Ocean *********************/
#if ( draw_ocean = 1 )
isosurface {
function {
y
- (f_bozo(x,0,z)-0.5)*2
- (f_bozo(x/4,0,z/4)-0.5)
- (f_ridged_mf(x, 0, z, 0.9, 3, 6, 0.9, 10, 1)-0.5)*0.75
}
contained_by { box { <-10, 2, 0>, <10, -2, 100> } }
max_gradient /*6.5*/ 19.5
scale <100, 5, 100>
// pigment { rgb <0.2, 0.3, 0.5> }
#if ( fancy_water = 1 )
material {
texture {
pigment {
color rgbt 1
}
finish {
ambient 0
diffuse 0
#if (reflections = 1)
reflection {
0.0, 1.0
fresnel on
}
#end
conserve_energy
specular 0.4
roughness 0.003
}
}
interior {
ior 1.34
dispersion 1.01
fade_distance 1
fade_power 1003
fade_color rgb <0.97, 0.98, 0.99> /*<0.1113, 0.231, 0.2632>*3.5*/
}
}
#else
pigment { rgb 0.5 }
#end // fancy_water
}
#end // draw_ocean
/******************** Island *********************/
#if ( draw_island = 1 )
#declare f_p_LighthouseIsland =
function {
pigment {
average
pigment_map {
[1 wrinkles]
[1 granite]
}
}
}
#declare f_LighthouseIsland =
function {
f_sphere(x/2.5, select(y-1/4, y, (y-1/8)*2), z/2.5, 1/4)
- f_p_LighthouseIsland(x,y,z).gray/10
}
#declare t_Rock =
texture {
pigment {
granite
pigment_map {
[0.00 rgb 0.10]
[1.00 rgb 0.30]
}
scale 0.2
}
//finish { ambient 0 }
}
#declare p_Grass1 =
//AdjustPigmentGamma(
pigment {
image_map {
jpeg "heathsgrass.jpg"
interpolate 2
}
}
//, 2.2)
#declare p_Grass2 =
//AdjustPigmentGamma(
pigment {
image_map {
jpeg "dirt11.jpg"
interpolate 2
}
scale 0.01
}
//, 2.2)
#declare t_Grass =
texture {
pigment {
granite
pigment_map {
[0.00 p_Grass1]
[0.20 p_Grass1]
[0.80 p_Grass2]
[1.00 p_Grass2]
}
rotate x*90
}
//finish { ambient 0 }
}
#declare t_GrassRock =
texture {
slope { <-0.25, 1, 0> }
texture_map {
[0.60 t_Rock]
[1.00 t_Grass]
}
}
#declare t_Island =
texture {
gradient y
texture_map {
[0.00 t_Rock]
[0.02 t_Rock]
[0.05 t_GrassRock]
[1.00 t_GrassRock]
}
}
#declare o_LighthouseIsland =
isosurface {
function { f_LighthouseIsland(x,y,z) }
contained_by { box { <-0.8, -0.001, -0.8>, <0.8, 0.26, 0.8> } }
max_gradient 3
texture { t_Island }
scale 100
}
#end // draw_island
>>> snip >>>
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Kyle nous apporta ses lumieres en ce 19-04-2007 22:08:
> On Wed, 18 Apr 2007 14:13:16 -0700, William Tracy <wtr### [at] calpoly edu> wrote:
>>> Your rocks look like pillow lava, though, is it a granite pattern? Why not
>>> wrinkles?
>> Yeah, the rock looks funky... but I really like that water! :-)
> Thanks!
> Here's the code for the island and the water. The island could use some work.
Maybe I'll work on
> it for my next "final" version.
>>>> snip >>>
> #declare f_LighthouseIsland =
> function {
> f_sphere(x/2.5, select(y-1/4, y, (y-1/8)*2), z/2.5, 1/4)
> - f_p_LighthouseIsland(x,y,z).gray/10
> }
>>>> snip >>>
You can gain some speed with this version:
f_p_LighthouseIsland(x,y,z).x/10
This works because your pigment is already in shades of gray and all 3
components are equal. Now, you don't have to evaluate all 3 and average them.
This don't work if you use a pigment with a built in color_map like boxo, agate
or wood.
--
Alain
-------------------------------------------------
Commercialism: Let's package this shit.
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On Fri, 20 Apr 2007 08:44:21 -0400, Alain <ele### [at] netscape net> wrote:
>You can gain some speed with this version:
>f_p_LighthouseIsland(x,y,z).x/10
Ahh, hadn't caught that. Thanks for the tip!
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