POV-Ray : Newsgroups : povray.binaries.images : The world of Gancaloon: Zhin'ab (wip 1) Server Time
11 Oct 2026 11:04:50 EDT (-0400)
  The world of Gancaloon: Zhin'ab (wip 1) (Message 1 to 28 of 28)  
From: Thomas de Groot
Subject: The world of Gancaloon: Zhin'ab (wip 1)
Date: 2 Oct 2011 07:23:41
Message: <4e8849bd@news.povray.org>
The little town/village of Zhin'ab, where Adamastor, captain of the Red 
Drake was born, is situated far upstream the River Yann, almost at the 
extreme edge where trading vessels can still sail the river.

This is the site. A native passing by.

Thomas


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From: Stephen
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 2 Oct 2011 07:54:54
Message: <4e88510e@news.povray.org>
On 02/10/2011 12:23 PM, Thomas de Groot wrote:
> This is the site. A native passing by.

They keep on coming. :-)

Keep it up.

-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 2 Oct 2011 10:22:57
Message: <4e8873c1$1@news.povray.org>
On 2-10-2011 13:54, Stephen wrote:
> They keep on coming. :-)
>
> Keep it up.
>

Yes, with the danger of never finishing anything thoroughly... But I 
prefer to follow the urge.

Thomas


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From: Stephen
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 2 Oct 2011 10:33:51
Message: <4e88764f@news.povray.org>
On 02/10/2011 3:22 PM, Thomas de Groot wrote:
> On 2-10-2011 13:54, Stephen wrote:
>> They keep on coming. :-)
>>
>> Keep it up.
>>
>
> Yes, with the danger of never finishing anything thoroughly... But I
> prefer to follow the urge.
>

O_O


-- 
Regards
     Stephen


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From: Lightbeam
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 3 Oct 2011 09:12:30
Message: <4e89b4be$1@news.povray.org>
Le 02/10/2011 13:23, Thomas de Groot a écrit :
> The little town/village of Zhin'ab, where Adamastor, captain of the Red
> Drake was born, is situated far upstream the River Yann, almost at the
> extreme edge where trading vessels can still sail the river.
>
> This is the site. A native passing by.
>
> Thomas

Really nice landscape. The water looks muddy, I love it.


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 3 Oct 2011 10:11:53
Message: <4e89c2a9$1@news.povray.org>
On 3-10-2011 15:12, Lightbeam wrote:
>
> Really nice landscape. The water looks muddy, I love it.

Merci! I am not yet entirely satisfied with the water in this region, 
compared with the Gancaloon area. It may change in the future.

Thomas


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From: Jörg 'Yadgar' Bleimann
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 3 Oct 2011 11:44:43
Message: <4e89d86b@news.povray.org>
Hi(gh)!

On 02.10.2011 13:23, Thomas de Groot wrote:
> The little town/village of Zhin'ab, where Adamastor, captain of the Red
> Drake was born, is situated far upstream the River Yann, almost at the
> extreme edge where trading vessels can still sail the river.

Stunning as always... what software do you use for editing heightfields?

See you in Khyberspace!

Yadgar


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 4 Oct 2011 02:52:51
Message: <4e8aad43$1@news.povray.org>
On 3-10-2011 17:44, Jörg 'Yadgar' Bleimann wrote:
> Hi(gh)!
>
>
> Stunning as always... what software do you use for editing heightfields?
>

Thank you Yadgar! I use mostly GeoControl:

http://www.geocontrol2.com/e_index.htm

Not the latest version as yet, but it does all I want. Otherwise, for 
specific cases, I use Leveller, World Machine, or Terrabrush.

Thomas


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From: Robert McGregor
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 7 Oct 2011 10:20:08
Message: <web.4e8f0a0eba63f8c486ff1d480@news.povray.org>
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> The little town/village of Zhin'ab, where Adamastor, captain of the Red
> Drake was born, is situated far upstream the River Yann, almost at the
> extreme edge where trading vessels can still sail the river.
>
> This is the site. A native passing by.
>
> Thomas

I really like where this is headed, Thomas, really nice mountains. And I love
the ultrawide format, very epic in scale!

Cheers,
Rob


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 1)
Date: 9 Oct 2011 03:21:30
Message: <4e914b7a$1@news.povray.org>
On 7-10-2011 16:17, Robert McGregor wrote:
>
> I really like where this is headed, Thomas, really nice mountains. And I love
> the ultrawide format, very epic in scale!
>
Thank you indeed, Robert. For the mountains I had a little help from one 
of the projects included with GeoControl, and of course the excellent 
texture macro of Jaime.

I too like the format. It is the ratio which is doing all the work. The 
camera angle is just a plain 50  ;-)

Thomas


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2)
Date: 11 Oct 2011 03:23:51
Message: <4e93ef07@news.povray.org>
Showing some progress: trees in the background; a first construction 
phase of the village.

Thomas


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From: Paolo Gibellini
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2)
Date: 11 Oct 2011 03:47:50
Message: <4e93f4a6$1@news.povray.org>
>Thomas de Groot  on date 11/10/2011 09:23 wrote:
> Showing some progress: trees in the background; a first construction
> phase of the village.
>
> Thomas
It looks a peaceful place, you may also add a trail to the canoe.
Is curious, but just yesterday I accidentally found this picture with a 
little more rudimentary canoe: 
http://www.ecopolis.org/wp-content/uploads/2008/03/fiume_omo.jpg

;-)
Paolo


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2)
Date: 11 Oct 2011 08:08:12
Message: <4e9431ac$1@news.povray.org>
On 11-10-2011 9:48, Paolo Gibellini wrote:
> It looks a peaceful place, you may also add a trail to the canoe.
> Is curious, but just yesterday I accidentally found this picture with a
> little more rudimentary canoe:
> http://www.ecopolis.org/wp-content/uploads/2008/03/fiume_omo.jpg

A trail is on the todo list indeed.

I am not sure where I saw my canoe. I think it was in Niger. Your 
example is a very primitive dugout canoe and would be interesting to 
model. I shall keep that in mind.

Thomas


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2b)
Date: 11 Oct 2011 10:07:35
Message: <4e944da7@news.povray.org>
A few modifications: tree textures, and canoe wake.

Thomas


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From: Christian Froeschlin
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2b)
Date: 11 Oct 2011 12:54:27
Message: <4e9474c3$1@news.povray.org>
Thomas de Groot wrote:

> A few modifications: tree textures, and canoe wake.

very nice! The foreground "islands" probably need a bit more
resolution than the main height_field can provide, though.


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2b)
Date: 12 Oct 2011 03:43:59
Message: <4e95453f$1@news.povray.org>
On 11-10-2011 18:54, Christian Froeschlin wrote:
> very nice! The foreground "islands" probably need a bit more
> resolution than the main height_field can provide, though.

Yes indeed. It makes little sense to increase the resolution more. 
However, the little islands will be dealt with separately in the future. 
Probably with some vegetation or other (basking crocodiles for example)  ;-)

Thomas


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 2b)
Date: 12 Oct 2011 07:23:35
Message: <4e9578b7@news.povray.org>
On 11-10-2011 18:54, Christian Froeschlin wrote:
> very nice! The foreground "islands" probably need a bit more
> resolution than the main height_field can provide, though.

Which can also be improved by extending the shallows :-)

Thomas


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 14 Oct 2011 04:34:59
Message: <4e97f433@news.povray.org>
The next stage in the development.

Thomas


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From: Ive
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 14 Oct 2011 11:02:22
Message: <4e984efe$1@news.povray.org>
Am 14.10.2011 10:34, schrieb Thomas de Groot:
> The next stage in the development.
>
Better and better.

Love the alligators (I assume) but the left one looks a bit like a giant 
rat. Maybe making him yawn might help ;)

-Ive


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 15 Oct 2011 02:58:48
Message: <4e992f28$1@news.povray.org>
On 14-10-2011 17:02, Ive wrote:
> Better and better.
>
> Love the alligators (I assume) but the left one looks a bit like a giant
> rat. Maybe making him yawn might help ;)
>

Thank you Ive.

Crocodiles, no alligators in this region of the world. I shall see if I 
can tease it to open its mouth ;-)

Thomas


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From: Robert McGregor
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 20 Oct 2011 19:25:00
Message: <web.4ea0acc688559a4694d713cc0@news.povray.org>
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> The next stage in the development.
>
> Thomas

This is really starting to come together nicely Thomas, I love the addition of
the village and all the trees scattered in there :)

To my eye, the background mountains could use a big fog boost for added
atmospheric perspective (maybe by moving them way back and scaling larger?). I
think that would really help to sell the size and distance. And the same, to a
lesser degree, for the midground mountain and forest across the water, so the
shadows are more desaturated (and the foreground more so by comparison). Some
ground fog might be nice too, especially over the water.

I'm curious what you're using to light this scene. Are you using radiosity, or
just ambient sky_sphere/light with straight ray-tracing?

Cheers,
Rob

-------------------------------------------------
www.McGregorFineArt.com


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 21 Oct 2011 03:08:23
Message: <4ea11a67$1@news.povray.org>
On 21-10-2011 1:20, Robert McGregor wrote:
> This is really starting to come together nicely Thomas, I love the addition of
> the village and all the trees scattered in there :)

Thank you indeed, Robert! I shall probably add a second type hut in the 
next wip just to diversify a bit, and maybe some screens. Ideas still 
fluctuating.

>
> To my eye, the background mountains could use a big fog boost for added
> atmospheric perspective (maybe by moving them way back and scaling larger?). I
> think that would really help to sell the size and distance. And the same, to a
> lesser degree, for the midground mountain and forest across the water, so the
> shadows are more desaturated (and the foreground more so by comparison). Some
> ground fog might be nice too, especially over the water.

Except for the mountains to the far right/back, this is just one 
height_field so moving/scaling is not practical in this case. At this 
moment there is a (ground) fog present for the distance, but rather 
thin, and it can certainly be improved, also with an additional one 
close to the water. Another idea I want to pursue is a thin cloud 
halfway the background mountains.

>
> I'm curious what you're using to light this scene. Are you using radiosity, or
> just ambient sky_sphere/light with straight ray-tracing?

Very straightforward in fact, a sphere as sky_sphere (with emission 1 
and diffuse 0), one light, and using radiosity of course:

#include "CIE.inc"
#declare SunColor     = Blackbody(6500)*2;
#declare SunPosition  = <0, 0, -2>*10e4;
#declare SunDis       = vlength(SunPosition)*2/215;
#declare Sun_alt      = 50;
#declare Sun_azm      = -110;

#if (Area)
   light_source {
     <0, 0, 0>
     color SunColor
     area_light
     SunDis*x, SunDis*z,
     4, 4
     adaptive 1
     area_illumination on
     jitter
     circular
     orient
     translate SunPosition
     rotate Sun_alt*x
     rotate Sun_azm*y
     parallel
     point_at <0, 0, 0>
   }
#else
   light_source {
     <0, 0, 0>
     color rgb SunColor
     translate SunPosition
     rotate Sun_alt*x
     rotate Sun_azm*y
     parallel
     point_at <0, 0, 0>
   }
#end


Thomas


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 21 Oct 2011 03:29:03
Message: <4ea11f3f$1@news.povray.org>
On 21-10-2011 9:08, Thomas de Groot wrote:
> Except for the mountains to the far right/back,

this should of course be far left/back :-)

Thomas


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From: Christian Froeschlin
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 21 Oct 2011 03:36:18
Message: <4ea120f2$1@news.povray.org>
Thomas de Groot wrote:

> Except for the mountains to the far right/back, this is just one 
> height_field so moving/scaling is not practical in this case. 

possibly you could fake it by adding a tilted second fog layer
that is below ground in the foreground but covers the mountains.


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3)
Date: 21 Oct 2011 07:11:44
Message: <4ea15370$1@news.povray.org>
On 21-10-2011 9:36, Christian Froeschlin wrote:
> Thomas de Groot wrote:
>
>> Except for the mountains to the far right/back, this is just one
>> height_field so moving/scaling is not practical in this case.
>
> possibly you could fake it by adding a tilted second fog layer
> that is below ground in the foreground but covers the mountains.

That's an idea indeed. Other possibility is cutting the fog off with a 
vertical plane. I have done that, in particular for my image In the 
Ruins (the latest version, after the TC-RTC).

Thomas


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3b)
Date: 24 Oct 2011 10:21:43
Message: <4ea57477@news.povray.org>
On 21-10-2011 1:20, Robert McGregor wrote:
> To my eye, the background mountains could use a big fog boost for added
> atmospheric perspective (maybe by moving them way back and scaling larger?). I
> think that would really help to sell the size and distance. And the same, to a
> lesser degree, for the midground mountain and forest across the water, so the
> shadows are more desaturated (and the foreground more so by comparison). Some
> ground fog might be nice too, especially over the water.

Like this, I suppose? :-)

Thomas


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From: Robert McGregor
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3b)
Date: 25 Oct 2011 22:25:01
Message: <web.4ea76ea31c0a501094d713cc0@news.povray.org>
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> On 21-10-2011 1:20, Robert McGregor wrote:
> > To my eye, the background mountains could use a big fog boost for added
> > atmospheric perspective (maybe by moving them way back and scaling larger?). I
> > think that would really help to sell the size and distance. And the same, to a
> > lesser degree, for the midground mountain and forest across the water, so the
> > shadows are more desaturated (and the foreground more so by comparison). Some
> > ground fog might be nice too, especially over the water.
>
> Like this, I suppose? :-)
>
> Thomas

Yes, that's it exactly! So much more epic (and visually believable) with the
"big" atmosphere. Beautiful :)

-------------------------------------------------
www.McGregorFineArt.com


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From: Thomas de Groot
Subject: Re: The world of Gancaloon: Zhin'ab (wip 3b)
Date: 26 Oct 2011 03:37:42
Message: <4ea7b8c6$1@news.povray.org>
On 26-10-2011 4:21, Robert McGregor wrote:
> Yes, that's it exactly! So much more epic (and visually believable) with the
> "big" atmosphere. Beautiful :)
>

Thanks! I agree :-)

Thomas


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