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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
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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.
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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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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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Preview of image 'Sufren_boucle_red.jpg'
![Sufren_boucle_red.jpg](/povray.binaries.images/attachment/%3C461e6775%40news.povray.org%3E/Sufren_boucle_red.jpg?ttop=443866&toff=3900&preview=1)
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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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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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