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From: Jaime Vives Piqueres
Subject: Stony ground with ant (218K)
Date: 5 May 2010 03:58:16
Message: <4be12518@news.povray.org>
Ok, the last one with the ant...

-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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From: Edouard
Subject: Re: Stony ground with ant (218K)
Date: 5 May 2010 05:15:01
Message: <web.4be136936e393ef021619a220@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Ok, the last one with the ant...

Oh wow - that is stunningly real! Amazing job!

I spent about 5 minutes looking at it to see if there was anything that gave it
away as a render, and the only thing I could come up with was the green sprouts
coming through the sand look a little plasticy - are you using 3.7 or Megapov?
If it's 3.7, I reckon some SSLT on those will complete the illusion completely.

Cheers,
Edouard.


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From: Kenneth
Subject: Re: Stony ground with ant (218K)
Date: 5 May 2010 08:10:01
Message: <web.4be15f866e393ef0ae92d9930@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Ok, the last one with the ant...

I think the sand or dirt could use a bit more color variation among the
'grains', but those chaotic pebbles are quite amazing, *so* real. I tried
something similar in the past, but never even came close to what you've done.
Kudos!

Ken


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From: Jaime Vives Piqueres
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 05:07:33
Message: <4be286d5@news.povray.org>

> Oh wow - that is stunningly real! Amazing job!

   Thanks!

> I spent about 5 minutes looking at it to see if there was anything that
> gave it away as a render, and the only thing I could come up with was the
> green sprouts coming through the sand look a little plasticy - are you
> using 3.7 or Megapov? If it's 3.7, I reckon some SSLT on those will
> complete the illusion completely.

   I'm using the beta for this one, so here it is with SSLT on the sprouts.
I've just plagiarized the demo scene, changing the colors and the mm per
unit until it looked (somewhat) right. But this, and 7 more samples on the
focal blur, increased the render time from 6 to 11 hours...

   BTW, this scene renders much faster than expected with the beta, judging
by the speed of both 3.6 and MegaPOV with it. Almost 6 times faster! ...but
before trying it with the beta, I was already puzzled by how slow it was
with MegaPOV and 3.6, so perhaps it was just a bug that got fixed.


-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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From: Jaime Vives Piqueres
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 05:22:55
Message: <4be28a6f@news.povray.org>

> I think the sand or dirt could use a bit more color variation among the
> 'grains'

   It *HAS* a very wide variation in grain colors, but the focal blur makes
it almost disappear... and if I make the grain bigger to avoid this, it
doesn't look like grains anymore. :(

> but those chaotic pebbles are quite amazing, *so* real. I tried something
> similar in the past, but never even came close to what you've done.

   Me too, tried it before but never got it right... I think it's due to the
fact that I was always using a single while loop to place the pebbles, but
this time used 3 loops, with increasing random sizes and decreasing number
of pebbles. Also, the pebbles are not totally random in their placement, as
I used a pigment function (granite) to determine if a pebble should be
placed or not. And BTW, it is just a single mesh pebble made with
Wings3d... :)


-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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From: clipka
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 05:30:56
Message: <4be28c50$1@news.povray.org>
Am 06.05.2010 11:27, schrieb Jaime Vives Piqueres:

>> I think the sand or dirt could use a bit more color variation among the
>> 'grains'
>
> It *HAS* a very wide variation in grain colors, but the focal blur makes
> it almost disappear... and if I make the grain bigger to avoid this, it
> doesn't look like grains anymore. :(

See <http://www.tc-rtc.co.uk/imagenewdisplay/stills/index207.html> for 
some other approach at sand.


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From: Jaime Vives Piqueres
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 06:52:34
Message: <4be29f72@news.povray.org>

> Am 06.05.2010 11:27, schrieb Jaime Vives Piqueres:

>>> I think the sand or dirt could use a bit more color variation among
>>> the 'grains'
>>
>> It *HAS* a very wide variation in grain colors, but the focal blur
>> makes it almost disappear... and if I make the grain bigger to avoid
>> this, it doesn't look like grains anymore. :(
>
> See <http://www.tc-rtc.co.uk/imagenewdisplay/stills/index207.html> for
> some other approach at sand.

   Ah, yes... that's the best POV-Ray sand to date! In fact, I did remember
about it at first, when I was using MegaPOV, but it was extremely slow to
render with 100,000 spheres. And later I forgot to try it again with the
beta... well, that will be the first job for the AMD Phenom II X4 that I
just purchased. :)


-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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From: gregjohn
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 07:30:01
Message: <web.4be2a8046e393ef034d207310@news.povray.org>
Very cool. I like the degree of realism here.


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From: Kenneth
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 08:00:01
Message: <web.4be2af156e393ef0ae92d9930@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Also, the pebbles are not totally random in their placement, as
> I used a pigment function (granite) to determine if a pebble should be
> placed or not.

Very clever!  It seems to eliminate the 'clumping together' that usually occurs
when using a 'random' distribution. Using eval_pigment, I suppose? Must remember
this trick!

Ken


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From: Thomas de Groot
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 09:49:18
Message: <4be2c8de$1@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht 
news:4be28a6f@news.povray.org...
>   Me too, tried it before but never got it right... I think it's due to 
> the
> fact that I was always using a single while loop to place the pebbles, but
> this time used 3 loops, with increasing random sizes and decreasing number
> of pebbles. Also, the pebbles are not totally random in their placement, 
> as
> I used a pigment function (granite) to determine if a pebble should be
> placed or not. And BTW, it is just a single mesh pebble made with
> Wings3d... :)

Additionally, what you can use to good effect, is the prob() function.

Excellent image (as always).... I am finishing a desert scene which I shall 
show here soon. Much cruder textures however than your finely realistic ones 
:-(

Thomas


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