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>Thomas de Groot on date 10/12/2009 13:49 wrote:
>
> No! No! No path here! We are in really wild territory where few humans have
> trode :) Consider yourself as a scout...
>
> Please be patient. Animal(s) will certainly appear in a later stage, when I
> am doneand satisfied with the landscape.
>
> Thomas
>
>
I'm a very patient man...
;-)
Paolo
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"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> This is interesting I believe, although still far from perfect. What I did
> here is:
>
> - introduce a spherical pattern to make the normal in the rock texture
> gradually disappear;
> - add trees to the background valley with a treeline somewhere in the snow;
> - add rocks to the surface and make them scale down with distance.
>
> Thomas
My first thought on seeing your 2nd WIP was, "Oh, now there are too *many*
rocks." But actually, it does look right, in the way that shards of rock break
off and congregate on the slope near the bottom of a rocky cliff, after eons of
going through the freeze/thaw cycle.
Looking better and better!
Ken
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"Kenneth" <kdw### [at] earthlink net> schreef in bericht
news:web.4b21d5e95af25d565f302820@news.povray.org...
>
> My first thought on seeing your 2nd WIP was, "Oh, now there are too *many*
> rocks." But actually, it does look right, in the way that shards of rock
> break
> off and congregate on the slope near the bottom of a rocky cliff, after
> eons of
> going through the freeze/thaw cycle.
It is a difficult balance, I know, but I think that the number or
concentrations of rocks are fairly natural looking. The higher slopes would
be too steep here to be stable (>35-37 degrees, which is the maximum in
general) but who cares? I am not after total RL copying ;-)
> Looking better and better!
Thank you!
Thomas
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"Bill Pragnell" <bil### [at] hotmail com> schreef in bericht
news:web.4b20f1cb5af25d56dd25f0b0@news.povray.org...
>
> Looks like lammergeier country to me. I bet you can't find one of *those*
> on
> Daz3d!
I have an eagle. Will that do? :)
Thomas
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Thomas de Groot wrote:
> - introduce a spherical pattern to make the normal in the rock texture
> gradually disappear;
> - add trees to the background valley with a treeline somewhere in the snow;
> - add rocks to the surface and make them scale down with distance.
>
this one is looking really *cool* and the rocks do add a lot.
Some of the "teeth" of the center mountain do look a bit strange to me
but IIRC you are the geologist and not me so what do I know ;)
-Ive
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Ive wrote:
> Thomas de Groot wrote:
>
>> - introduce a spherical pattern to make the normal in the rock texture
>> gradually disappear;
>> - add trees to the background valley with a treeline somewhere in the
>> snow;
>> - add rocks to the surface and make them scale down with distance.
>>
>
> this one is looking really *cool* and the rocks do add a lot.
> Some of the "teeth" of the center mountain do look a bit strange to me
> but IIRC you are the geologist and not me so what do I know ;)
>
> -Ive
Yes, in the whole seeing-is-believing/believing-is-seeing dance we do
with this medium, Thomas' street creds in the geology area count for a
LOT. (Your's too in the lighting arena btw ;) )
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"Jim Charter" <jrc### [at] msn com> schreef in bericht
news:4b2586e4$1@news.povray.org...
> Ive wrote:
>>
>> this one is looking really *cool* and the rocks do add a lot.
>> Some of the "teeth" of the center mountain do look a bit strange to me
>> but IIRC you are the geologist and not me so what do I know ;)
>>
>> -Ive
>
> Yes, in the whole seeing-is-believing/believing-is-seeing dance we do with
> this medium, Thomas' street creds in the geology area count for a LOT.
> (Your's too in the lighting arena btw ;) )
Thank you dear sirs!
To tell the truth, I think that Ive's expertise in lighting and image
control is more fundamental in our mutual business than my knowledge of
geology :-)
That said, while I try to use geology to a certain extent, it also often
gets in the way of pure creation, so it is finding the right balance.
Certainly, the *teeth* are pure WM artifacts (which I have not been able to
eradicate completely) but under some conditions you can find them in nature
too, as particular erosional features. I like to imagine that this landscape
shows steeply inclined, almost vertical, rock layers running over the ridge.
Thomas
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>> Yes, in the whole seeing-is-believing/believing-is-seeing dance we do with
>> this medium, Thomas' street creds in the geology area count for a LOT.
>> (Your's too in the lighting arena btw ;) )
Thomas de Groot wrote:
> To tell the truth, I think that Ive's expertise in lighting and image
> control is more fundamental in our mutual business than my knowledge of
> geology :-)
> That said, while I try to use geology to a certain extent, it also often
> gets in the way of pure creation, so it is finding the right balance.
> Certainly, the *teeth* are pure WM artifacts (which I have not been able to
> eradicate completely) but under some conditions you can find them in nature
> too, as particular erosional features. I like to imagine that this landscape
> shows steeply inclined, almost vertical, rock layers running over the ridge.
>
Thanks for the flowers ;) but to me it seems by being a *hobbyist* and
not a "pro" in the business (who is always restricted by deadlines and
so has to work in a much more economical way) that almost everything is
equally fundamental. So I am quite interested in e.g. Thomas'
explanation how rock layers would run.
Like Thomas (and I believe this is also true for you, Jim) I'm not
aiming for photorealism. But I think trying to achieve it is a quite
interesting, entertaining and educational experience. It forces us to
look very carefully at the "real stuff" to see how things look and -
especially for the use within a renderer like POV-Ray - we have also to
try to understand *why* things look the way they do.
My final goal (that I will never reach, but at least trying to get there
is the main part of the fun) would be to have complete freedom of choice
how photo-real, hyper-real, un-real, whatever-real an image of mine
should look like.
I have mentioned the Chinese movie director Wong Kar-Way already a few
times. What I do find so interesting about his movies (besides that I
simply love them) is that they are just shot at real locations and he
just works with the given real lighting conditions but achieves often an
effect that especially those extremely beautiful Chinese actresses (and
actors btw) appear sometimes almost ghostly and over worldly.
For sure locations, camera positions and so on are very carefully chosen
but it is a completely different way as the common hollywood-shot where
a lot of afford goes into artificial lighting setup and post processing
to make things *look* real.
It would be quite interesting to extract some Wong Kar-Way movie stills
from blue-ray discs (not available yet) and post them into some
CG-forums (or here ;)) - by claiming they are CG. I'm pretty sure that a
lot of people would criticize that it is too obvious CG, that the face
looks too perfect and symmetric or even locate it deep in the "uncanny
valley".
So much from me on that seeing-is-believing/believing-is-seeing
dance/balance for now.
-Ive
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From: Thomas de Groot
Subject: Re: Journey to an Unknown Region [wip 2]
Date: 14 Dec 2009 11:03:25
Message: <4b2661cd@news.povray.org>
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"Ive" <"ive### [at] lilysoft org"> schreef in bericht
news:4b262932$1@news.povray.org...
>
> Thanks for the flowers ;) but to me it seems by being a *hobbyist* and not
> a "pro" in the business (who is always restricted by deadlines and so has
> to work in a much more economical way) that almost everything is equally
> fundamental. So I am quite interested in e.g. Thomas' explanation how rock
> layers would run.
I suppose we try to integrate as smoothly as possible our knowledge, and the
knowledge of others, in our personal dreams and creations. That is why these
forums are so hugely important: because of the synergy and the
cross-fertilisation of ideas and techniques.
>
> Like Thomas (and I believe this is also true for you, Jim) I'm not aiming
> for photorealism. But I think trying to achieve it is a quite interesting,
> entertaining and educational experience. It forces us to look very
> carefully at the "real stuff" to see how things look and - especially for
> the use within a renderer like POV-Ray - we have also to try to understand
> *why* things look the way they do.
Absolutely true.
>
> My final goal (that I will never reach, but at least trying to get there
> is the main part of the fun) would be to have complete freedom of choice
> how photo-real, hyper-real, un-real, whatever-real an image of mine should
> look like.
<grin> yes, yes!
>
> I have mentioned the Chinese movie director Wong Kar-Way already a few
> times. What I do find so interesting about his movies (besides that I
> simply love them) is that they are just shot at real locations and he just
> works with the given real lighting conditions but achieves often an effect
> that especially those extremely beautiful Chinese actresses (and actors
> btw) appear sometimes almost ghostly and over worldly.
> For sure locations, camera positions and so on are very carefully chosen
> but it is a completely different way as the common hollywood-shot where a
> lot of afford goes into artificial lighting setup and post processing to
> make things *look* real.
> It would be quite interesting to extract some Wong Kar-Way movie stills
> from blue-ray discs (not available yet) and post them into some CG-forums
> (or here ;)) - by claiming they are CG. I'm pretty sure that a lot of
> people would criticize that it is too obvious CG, that the face looks too
> perfect and symmetric or even locate it deep in the "uncanny valley".
I agree.
Thomas
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From: Sven Littkowski
Subject: Re: Journey to an Unknown Region [wip]
Date: 16 Jan 2010 20:56:30
Message: <4b526e4e@news.povray.org>
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Not bad at all, as usual! Still, some details missing. Small stones or
pebbles, and maybe some small plants or mosses. Not sure.
Sven
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