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I just felt like rendering something different to test one of my media
clouds.
The water is a modification of Christoph Hormanns, the image idea and
sky_sphere colormap came from Mike Kost here:
http://povray.tashcorp.net/tutorials/qd_realskysphere/
I would have used radiosity, but I didn't feel like waiting that long. Yeah,
I probably should have used heteroMF instead of rigedMF, but whatever, it
still doesn't look too bad for a scene only meant to test clouds.
ian
Post a reply to this message
Attachments:
Download 'landscape_2_.gif' (169 KB)
Preview of image 'landscape_2_.gif'
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"[GDS|Entropy]" <gds### [at] hotmailcom> schreef in bericht
news:49a790ce@news.povray.org...
>I just felt like rendering something different to test one of my media
>clouds.
> The water is a modification of Christoph Hormanns, the image idea and
> sky_sphere colormap came from Mike Kost here:
> http://povray.tashcorp.net/tutorials/qd_realskysphere/
>
> I would have used radiosity, but I didn't feel like waiting that long.
> Yeah, I probably should have used heteroMF instead of rigedMF, but
> whatever, it still doesn't look too bad for a scene only meant to test
> clouds.
>
He he... you test clouds, but the water dominates the image.... :-)
That said, I think the clouds look very good.
The water... hm, hm... I am not a particular fan of this one. At least, I
think you should scale up one dimension (x or z) and a bit od rotation
around y to give a better idea of wave trains.
Thomas
Post a reply to this message
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:49a7a2eb$1@news.povray.org...
> He he... you test clouds, but the water dominates the image.... :-)
Yeah, I was kinda going for a replication of the sky_sphere test scene that
I linked to, with a little artistic licence.
> That said, I think the clouds look very good.
Why thank you. :)
Those are some of the oldskool plane clouds turned media that I posted a
while back.
Just a little more work on them, and I'll have them where I want them and
usable for almost any type of scene. I'm also on home stretch with the
snow/icicle macro I've been working on. I'd like to eventually build a kind
of framework of weather/landscape macros, with maybe some grass, rain, water
and rocks thrown in the mix.
Speaking of such, have you experimented with your moss texture and the
(deprecated now) snowmacro core? I think that could be very cool.
> The water... hm, hm... I am not a particular fan of this one. At least, I
> think you should scale up one dimension (x or z) and a bit od rotation
> around y to give a better idea of wave trains.
Nor am I, its just not right. Circular waves? Not good. I think heteroMF
might work better. I'll work on that aspect of things once I get this
snowmacro done, at least enough for a beta release.
ian
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"[GDS|Entropy]" <gds### [at] hotmailcom> schreef in bericht
news:49a7ad77$1@news.povray.org...
>
> Speaking of such, have you experimented with your moss texture and the
> (deprecated now) snowmacro core? I think that could be very cool.
>
To tell the truth, I have a problem of how to declare the VectorArray, and
was stuck there. Other things came in the way then.
I just tested Gilles Tran's MakeSnow macro with my moss texture and got this
result. Not entirely convincing, but I only used a single layer of moss. I
think that with your macro something similar would be obtained.
Thomas
Post a reply to this message
Attachments:
Download 'makesnow_test.jpg' (154 KB)
Preview of image 'makesnow_test.jpg'
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote in message
news:49a802ec@news.povray.org...
>
> To tell the truth, I have a problem of how to declare the VectorArray, and
> was stuck there. Other things came in the way then.
The vectorarray is just an array of random vectors. Just make sure that its
size is the same as the ctr variable in the snowtest.
Here is a macro which will do the job nicely, as it is based upon the
bounding box:
//-------
#local RsA = seed(3141592654);
// RRand Macro by Chris Huff
#macro RRand(RS, Min, Max)
(rand(RS)*(Max-Min) + Min)
#end
// randVectorMM2 Macro by [GDS|Entropy]
//------
#macro randVectorMM2(Array,ctr,Min,Max,Object)
#local vectorA = min_extent(Object);
#local vectorB = max_extent(Object);
#local i=0;
#while (i<ctr)
#declare Array[i] = <RRand(RsA, Min+vectorA.x, Max+vectorB.x),RRand(RsA,
Min+vectorA.y, Max+vectorB.y),RRand(RsA, Min+vectorA.z, Max+vectorB.z)>;
#set i=i+1;
#end
#end
// call it like this and use sRandVectArray for the vectorArray input in the
snow macro
// and use the snowcounter variable for the ctr input of the snow macro
#declare snowCounter = 500;
#declare sRandVectArray = array [snowCounter];
randVectorMM2(sRandVectArray,snowCounter,-sFudgeFactor, sFudgeFactor,
testObject)
//-----
> I just tested Gilles Tran's MakeSnow macro with my moss texture and got
> this result. Not entirely convincing, but I only used a single layer of
> moss. I think that with your macro something similar would be obtained.
>
Possibly. Might I see the test source? I might be able to do something with
it.
With a slight modification, the image you posted looks a lot like trees from
a great altitude... :)
It would also make great corrosion or rust if you changed the colors of your
moss...even dirt or paint peeling off of a wall. Lots of possibilities I see
there.
ian
Post a reply to this message
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"[GDS|Entropy]" <gds### [at] hotmailcom> schreef in bericht
news:49a82833$1@news.povray.org...
>
> Possibly. Might I see the test source? I might be able to do something
> with it.
Sure. This is the relevant code (Material for the 'moss' and parameters for
the MakeSnow macro. Be aware that this comes from a scene originally created
in Moray. So, the z-axis is up for the macro parameters:
//---- start code
#local Frequency = 20;
#declare Moss =
material {
texture {
pigment {
granite
frequency Frequency
color_map {
[0.33 color rgbt <0,0,0,1> ]
[0.33 color rgb <0.3,0.4,0.1>*0.5 ]
[0.40 color rgb <0.8,0.9,0.1>*0.9 ]
[0.50 color rgb <0.4,0.4,0.1>*0.8 ]
[0.50 color rgbt <0,0,0,1> ]
[0.66 color rgbt <0,0,0,1> ]
[0.66 color rgb <0.4,0.4,0.2>*0.8 ]
[0.80 color rgb <0.8,0.8,0.2>*0.8 ]
[0.99 color rgb <0.4,1.0,0.2>*0.5 ]
[0.99 color rgbt <0,0,0,1> ]
}
}
normal {
granite 0.5
frequency Frequency
bump_size 5
}
finish{
specular 0.0
}
}
}
//MakeSnow Object
object {
#declare Obj = object { MakeSnow_Landscape };
#declare Particles = 20000;
#declare Size = 0.050;
#declare Thickness = 0.050;
#declare MinHeight = 0.500;
#declare MaxHeight = 3.000;
#declare Direction = (0.0*x)+(0.0*y)+(-1.0*z);
#declare rd = seed(2003);
#declare T_Snow = material {Moss}
MakeSnow(Obj,Particles,Size,Thickness,MinHeight,MaxHeight,Direction)
}
//---- endcode
>
> With a slight modification, the image you posted looks a lot like trees
> from a great altitude... :)
>
> It would also make great corrosion or rust if you changed the colors of
> your moss...even dirt or paint peeling off of a wall. Lots of
> possibilities I see there.
Absolutely. Both aspects are possible, depending on the type of texture that
you use.
Thomas
Post a reply to this message
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