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31 Jul 2024 10:27:41 EDT (-0400)
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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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From: nemesis
Subject: Re: Stony ground with ant (218K)
Date: 6 May 2010 11:30:00
Message: <web.4be2e0746e393ef0773c9a3e0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>    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... :)

randomized proceduralized placement, randomized proceduralized mesh-based
geometry, randomized proceduralized imagemap-based texturing (not necessarily in
this one)... you're such a random procedural magician! :D


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From: Jaime Vives Piqueres
Subject: Re: Stony ground with ant II (267K)
Date: 9 May 2010 11:42:12
Message: <4be6d7d4@news.povray.org>
On 05/06/2010 11:30 AM, clipka wrote:
> See <http://www.tc-rtc.co.uk/imagenewdisplay/stills/index207.html> for
> some other approach at sand.

   Ok, after a painful move to the new AMD Phenom II x4, that took two days
to complete, finally got the chance to try it out. I added 350,000 spheres
and it still rendered in 4h! :)


-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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Attachments:
Download 'hormiga-suelo-02.jpg' (267 KB)

Preview of image 'hormiga-suelo-02.jpg'
hormiga-suelo-02.jpg


 

From: Thomas de Groot
Subject: Re: Stony ground with ant II (267K)
Date: 10 May 2010 03:19:19
Message: <4be7b377$1@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht 
news:4be6d7d4@news.povray.org...
>   Ok, after a painful move to the new AMD Phenom II x4, that took two days
> to complete, finally got the chance to try it out. I added 350,000 spheres
> and it still rendered in 4h! :)
>

Yes! This is the real world! :-)

Thomas


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From: Thomas de Groot
Subject: Re: Stony ground with ant II (267K)
Date: 10 May 2010 03:26:35
Message: <4be7b52b$1@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht 
news:4be6d7d4@news.povray.org...
>   Ok, after a painful move to the new AMD Phenom II x4, that took two days
> to complete, finally got the chance to try it out. I added 350,000 spheres
> and it still rendered in 4h! :)

Just thinking: With the DoF, you may get away with a lesser number of 
spheres, or are they all concentrated in the sharp zone?

Thomas


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From: Jaime Vives Piqueres
Subject: Re: Stony ground with ant (218K)
Date: 10 May 2010 03:58:17
Message: <4be7bc99$1@news.povray.org>
On 05/06/2010 01:59 PM, Kenneth wrote:
> 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!

   No, just using the pigment function on a #if statement against the stone
location:

   #if (f_distrib(stone_location.x,0,stone_location.z).gray<=.5)

   where stone_location was generated randomly over the height_field.

-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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