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From: stbenge
Subject: grass and rocks (168kb jpg)
Date: 26 Jan 2009 21:04:38
Message: <497e6bb6@news.povray.org>
Hello everyone,

I run a lot of tests over here, though very few ever make it to the 
public. I figured this image was worth posting, even if it is unfinished.

Grass, rocks. The rocks are a single height_field, tested and created 
using a crackle form chart I devised some time ago, and should post 
someday. I gave the HF a proximity pattern, which I then used to give it 
a more interesting texture.

The grass is a clump composed of a single mesh which was copied, rotated 
and translated randomly. The clumps were placed upon the HF using 
trace(), and only appear in cracks. This was accomplished using the 
aforementioned proximity pattern.

I'm pretty happy with the way it's turning out, and hope to add 
something to make the scene more interesting. Coyote scat would be 
relevant, but I'm not sure about the appropriateness of adding that :)

Comments and questions are always welcome, though I'm not too sure about 
releasing the code, which is a mess.

Sam


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Attachments:
Download 'lbtest2_55.jpg' (167 KB)

Preview of image 'lbtest2_55.jpg'
lbtest2_55.jpg


 

From: Jim Henderson
Subject: Re: grass and rocks (168kb jpg)
Date: 26 Jan 2009 23:42:05
Message: <497e909d@news.povray.org>
On Mon, 26 Jan 2009 18:03:14 -0800, stbenge wrote:

> I run a lot of tests over here, though very few ever make it to the
> public. I figured this image was worth posting, even if it is
> unfinished.

It brings to mind one of the episodes of CBS Radio Mystery Theater that I 
listened to earlier today - entitled "Escape!  Escape!".

The upshot was some escaped convicts ended up being shrunk down to ant-
size and placed in a terrarium.

Jim


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From: m a r c
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 06:06:08
Message: <497eeaa0$1@news.povray.org>

497e6bb6@news.povray.org...
> Hello everyone,
>
> I run a lot of tests over here, though very few ever make it to the
> public. I figured this image was worth posting, even if it is unfinished.
>

It is very interesting.
A mix of rock and  lot of moisture to have such a tender grass.
Maybe the only lacking things are a kind of felt made of dead grass at the 
bottom of the cracks and maybe some slightly irisated reflections in water
The proximity pattern works /(rocks?)
My ankles feel painful at the thought of a walk on that terrain :-s

I definitely have to have a look at your proximity macros :-D
Marc


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From: Jaime Vives Piqueres
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 06:29:45
Message: <497ef029@news.povray.org>
Awesome... :O ...it just needs an insect/amphibian/reptile on top of that 
rock at the center. I've an unfinished/abandoned snake macro which can fit 
very well there: it even has a basic mechanism to adapt to the terrain using 
trace(), but the code it's also a mess...

--
Jaime


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From: Bill Pragnell
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 06:55:01
Message: <web.497ef4f07624d1456dd25f0b0@news.povray.org>
Lovely. The old single-clump-rotated-cloned trick can work wonders. Nice
variation in leaf size, too. Are you using any scattering effects or is it just
a plain opaque green texture?


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From: Bob Hughes
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 08:32:31
Message: <497f0cef@news.povray.org>
Hiya Samuel.

Pleasing sight to the eyes this morning. And being morning my first thought 
was how this looked like early morning so guess a heavy dew would have put a 
finishing touch on the lush green grass. ;) Maybe it's late afternoon... or 
late morning early Spring.

I have a large rock here that gets covered in grass every year, so this 
picture looks very feasible. All it takes is for the roots take hold 
someplace and it gets around fast. I cleared it all off a few years ago and 
now it's a heavy mat of green during the summer.

Hmmmm, shouldn't be too much trouble adding roots, right?

Bob


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From: nemesis
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 10:12:38
Message: <497f2466$1@news.povray.org>
Jaime Vives Piqueres escreveu:
> Awesome... :O ...it just needs an insect/amphibian/reptile on top of 
> that rock at the center. I've an unfinished/abandoned snake macro which 
> can fit very well there: it even has a basic mechanism to adapt to the 
> terrain using trace(), but the code it's also a mess...

Gosh!  The mess of Jaime and Sam combined would yield one helluva 
HOF-level image! :D


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From: Paolo Gibellini
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 10:31:25
Message: <497f28cd$1@news.povray.org>
Samuel, another amazing image!
Now... some raindrops into the clumps...
;-)
Paolo

 >stbenge  on date 27/01/2009 03:03 wrote:
> Hello everyone,
> 
> I run a lot of tests over here, though very few ever make it to the 
> public. I figured this image was worth posting, even if it is unfinished.
> 
> Grass, rocks. The rocks are a single height_field, tested and created 
> using a crackle form chart I devised some time ago, and should post 
> someday. I gave the HF a proximity pattern, which I then used to give it 
> a more interesting texture.
> 
> The grass is a clump composed of a single mesh which was copied, rotated 
> and translated randomly. The clumps were placed upon the HF using 
> trace(), and only appear in cracks. This was accomplished using the 
> aforementioned proximity pattern.
> 
> I'm pretty happy with the way it's turning out, and hope to add 
> something to make the scene more interesting. Coyote scat would be 
> relevant, but I'm not sure about the appropriateness of adding that :)
> 
> Comments and questions are always welcome, though I'm not too sure about 
> releasing the code, which is a mess.
> 
> Sam
> 
> ------------------------------------------------------------------------
>


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From: tom millican
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 11:05:35
Message: <497f30cf@news.povray.org>
stbenge wrote:

> Hello everyone,
> 
> I run a lot of tests over here, though very few ever make it to the
> public. I figured this image was worth posting, even if it is unfinished.
> 
> Grass, rocks. The rocks are a single height_field, tested and created
> using a crackle form chart I devised some time ago, and should post
> someday. I gave the HF a proximity pattern, which I then used to give it
> a more interesting texture.
> 
> The grass is a clump composed of a single mesh which was copied, rotated
> and translated randomly. The clumps were placed upon the HF using
> trace(), and only appear in cracks. This was accomplished using the
> aforementioned proximity pattern.
> 
> I'm pretty happy with the way it's turning out, and hope to add
> something to make the scene more interesting. Coyote scat would be
> relevant, but I'm not sure about the appropriateness of adding that :)
> 
> Comments and questions are always welcome, though I'm not too sure about
> releasing the code, which is a mess.
> 
> Sam

I dig it. 
What would be inappropriate about coyote scat? Some people get very excited
about scat on trails. Even if the animal that left it isn't in sight, it
adds to the experience knowing that they're not that far away.


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From: Christian Froeschlin
Subject: Re: grass and rocks (168kb jpg)
Date: 27 Jan 2009 13:07:01
Message: <497f4d45$1@news.povray.org>
Great image! Maybe still a tiny bit sterile. Possibly because
there is only one type of plant, or because the texture on the
individual blades is rather uniform. Maybe some blades should
be more yellow- or brownish, or have some spots and defects.
Especially since the climate seems a bit dry anyway ;)

The placement trick works quite well, but some regularity
might still be subtly perceived by dominance of some of the
occuring angles (more parallel lines than you would normally
expect, especially near the sides).

Is the lighting just radiosity or did you add luminous bloom?


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