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This is /not/ Islay although the scene was inspired by views from the
island, so do not expect a shot of Lagavulin ;-)
Early wip, with height_field generated first by World Machine then by
GeoControl. The cloudscape is a single df3 file created with Gilles
Tran's MakeCloud macro. Parameters are chosen in such a way that not a
single cloud is created but a scape of scattered clouds instead. This
circumvents the danger of container artefacts that Gilles warns about
when using several df3 containers scattered over the sky.
--
Thomas
Post a reply to this message
Attachments:
Download 'islay_02.png' (747 KB)
Preview of image 'islay_02.png'

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On 07/04/15 12:24, Thomas de Groot wrote:
> This is /not/ Islay although the scene was inspired by views from the
> island, so do not expect a shot of Lagavulin ;-)
>
Were you thinking of me there? Whatever, I don't accept shots. A
gentleman's measure would be more to the point. Sláinte!
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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On 7-4-2015 14:07, Doctor John wrote:
> On 07/04/15 12:24, Thomas de Groot wrote:
>> This is /not/ Islay although the scene was inspired by views from the
>> island, so do not expect a shot of Lagavulin ;-)
>>
>
> Were you thinking of me there? Whatever, I don't accept shots. A
> gentleman's measure would be more to the point. Sláinte!
>
Very well, sir. Would you like your thimble in English or Scottish measure?
--
Thomas
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On 07/04/15 14:48, Thomas de Groot wrote:
>
> Very well, sir. Would you like your thimble in English or Scottish measure?
>
Stop quibbling, man; just pour ... wait ... Give me the bottle.
<Pours a small glass for Thomas, a slightly larger glass for Stephen and
keeps the bottle for himself>
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
Post a reply to this message
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On 7-4-2015 16:32, Doctor John wrote:
> On 07/04/15 14:48, Thomas de Groot wrote:
>>
>> Very well, sir. Would you like your thimble in English or Scottish measure?
>>
>
> Stop quibbling, man; just pour ... wait ... Give me the bottle.
> <Pours a small glass for Thomas, a slightly larger glass for Stephen and
> keeps the bottle for himself>
>
> John
>
[aside]
Glad I re-filled the bottle with Wild Turkey. Just in time...
[/aside]
--
Thomas
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On 07/04/2015 15:40, Thomas de Groot wrote:
> On 7-4-2015 16:32, Doctor John wrote:
>> On 07/04/15 14:48, Thomas de Groot wrote:
>>>
>>> Very well, sir. Would you like your thimble in English or Scottish
>>> measure?
>>>
>>
>> Stop quibbling, man; just pour ... wait ... Give me the bottle.
>> <Pours a small glass for Thomas, a slightly larger glass for Stephen and
>> keeps the bottle for himself>
>>
>> John
>>
>
> [aside]
> Glad I re-filled the bottle with Wild Turkey. Just in time...
> [/aside]
>
He must be going doolally. He knows that I cannot abide the smell of
Island or Highland whisky.
Do let me know if he starts whimpering, "Precious. My Precious", again.
--
Regards
Stephen
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On 07/04/2015 14:48, Thomas de Groot wrote:
> On 7-4-2015 14:07, Doctor John wrote:
>> On 07/04/15 12:24, Thomas de Groot wrote:
>>> This is /not/ Islay although the scene was inspired by views from the
>>> island, so do not expect a shot of Lagavulin ;-)
>>>
>>
>> Were you thinking of me there? Whatever, I don't accept shots. A
>> gentleman's measure would be more to the point. Sláinte!
>>
>
> Very well, sir. Would you like your thimble in English or Scottish measure?
>
Well, there's your answer. He took it all.
An English measure it is. :-P
--
Regards
Stephen
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Thomas de Groot <tho### [at] degroot org> wrote:
> This is /not/ Islay although the scene was inspired by views from the
> island, so do not expect a shot of Lagavulin ;-)
>
> Early wip, with height_field generated first by World Machine then by
> GeoControl. The cloudscape is a single df3 file created with Gilles
> Tran's MakeCloud macro. Parameters are chosen in such a way that not a
> single cloud is created but a scape of scattered clouds instead. This
> circumvents the danger of container artefacts that Gilles warns about
> when using several df3 containers scattered over the sky.
> --
> Thomas
Good. A very wide land.
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On 7-4-2015 18:18, Stephen wrote:
> On 07/04/2015 15:40, Thomas de Groot wrote:
>> On 7-4-2015 16:32, Doctor John wrote:
>>> On 07/04/15 14:48, Thomas de Groot wrote:
>>>>
>>>> Very well, sir. Would you like your thimble in English or Scottish
>>>> measure?
>>>>
>>>
>>> Stop quibbling, man; just pour ... wait ... Give me the bottle.
>>> <Pours a small glass for Thomas, a slightly larger glass for Stephen and
>>> keeps the bottle for himself>
>>>
>>> John
>>>
>>
>> [aside]
>> Glad I re-filled the bottle with Wild Turkey. Just in time...
>> [/aside]
>>
>
>
> He must be going doolally. He knows that I cannot abide the smell of
> Island or Highland whisky.
> Do let me know if he starts whimpering, "Precious. My Precious", again.
>
He is lying senseless under the sofa.
--
Thomas
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On 08/04/2015 08:09, Thomas de Groot wrote:
> He is lying senseless under the sofa.
As long as he is in the recovery position. That is fine. :-)
--
Regards
Stephen
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On 8-4-2015 10:58, Stephen wrote:
> On 08/04/2015 08:09, Thomas de Groot wrote:
>> He is lying senseless under the sofa.
>
> As long as he is in the recovery position. That is fine. :-)
>
>
No danger there.
--
Thomas
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On 04/07/2015 07:24 AM, Thomas de Groot wrote:
> This is /not/ Islay although the scene was inspired by views from the
> island, so do not expect a shot of Lagavulin ;-)
>
> Early wip, with height_field generated first by World Machine then by
> GeoControl. The cloudscape is a single df3 file created with Gilles
> Tran's MakeCloud macro. Parameters are chosen in such a way that not a
> single cloud is created but a scape of scattered clouds instead. This
> circumvents the danger of container artefacts that Gilles warns about
> when using several df3 containers scattered over the sky.
Nice job with the clouds!
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On 8-4-2015 14:38, James Holsenback wrote:
> Nice job with the clouds!
Thanks. It was a new perspective for me into the use of Gilles' macro.
It opens up a number of possibilities.
--
Thomas
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Next wip.
Added a background range; picked colours from a photograph of Islay to
improve the vegetation textures; made some miscellaneous tweaks.
The white points are apparently generated by the finish of the landscape
texture at water level. Seems to be some interaction with the water
media. No reflections, only specular.
--
Thomas
Post a reply to this message
Attachments:
Download 'islay_05.png' (914 KB)
Preview of image 'islay_05.png'

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Hi(gh)!
On 13.04.2015 09:27, Thomas de Groot wrote:
> Next wip.
>
> Added a background range; picked colours from a photograph of Islay to
> improve the vegetation textures; made some miscellaneous tweaks.
Does the background range reach above the clouds? That blackness at a
about the center of the horizon looks somewhat strange...
The vegetation colours look believable (from my naive point of view - I
never have visited the Inner Hebrides!).
See you in Khyberspace!
Yadgar
Now playing: The American (Simple Minds - another great thing from
Scotland!)
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On 13/04/2015 08:27, Thomas de Groot wrote:
> Next wip.
>
> Added a background range; picked colours from a photograph of Islay to
> improve the vegetation textures; made some miscellaneous tweaks.
>
Change the colour of the sand? ;-)
I may have mentioned before. You could colour the sand silver or golden
that would not look out of place.
> The white points are apparently generated by the finish of the landscape
> texture at water level. Seems to be some interaction with the water
> media. No reflections, only specular.
>
The white spots could be breakers.
It is looking good.
--
Regards
Stephen
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On 13-4-2015 13:27, Jörg 'Yadgar' Bleimann wrote:
> Hi(gh)!
>
> Does the background range reach above the clouds? That blackness at a
> about the center of the horizon looks somewhat strange...
Yes, clouds hit the mountains. The bare rocks are dark brown and in
shadows mostly, that why you see it as blackness maybe?
>
> The vegetation colours look believable (from my naive point of view - I
> never have visited the Inner Hebrides!).
Don't take my word for it ;-) Never been there either.
--
Thomas
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On 13-4-2015 15:22, Stephen wrote:
> Change the colour of the sand? ;-)
> I may have mentioned before. You could colour the sand silver or golden
> that would not look out of place.
Yes, the sand is no good and needs a serious overhaul.
> The white spots could be breakers.
> It is looking good.
Not to me :-) There is something fishy there that I do not understand.
I'll keep investigating there although the water is pretty cold at this
time of the year.
--
Thomas
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On 14/04/2015 08:18, Thomas de Groot wrote:
>> The white spots could be breakers.
>> It is looking good.
>
> Not to me :-) There is something fishy there that I do not understand.
> I'll keep investigating there although the water is pretty cold at this
> time of the year.
Yes, if you know that they should not be there. Then you can't stop
noticing it. I'll pass over the fish remark and just say that the water
is cold at any time of the year.
--
Regards
Stephen
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On 14/04/15 09:14, Stephen wrote:
> On 14/04/2015 08:18, Thomas de Groot wrote:
>>> The white spots could be breakers.
>>> It is looking good.
>>
>> Not to me :-) There is something fishy there that I do not understand.
>> I'll keep investigating there although the water is pretty cold at this
>> time of the year.
>
> Yes, if you know that they should not be there. Then you can't stop
> noticing it. I'll pass over the fish remark and just say that the water
> is cold at any time of the year.
>
I seem to remember someone having a similar problem with the white spots
a few years ago, possibly on this very ng. I'll search my archives to
see if I can find the relevant thread.
Meanwhile <singing> :
Westering hame and a song in the air
Light in the eye and it's goodbye to care
Laughter o' love and a welcoming there
Isle of my heart, my ane land
Tell me a tale of the Orient gay
Tell me of riches that come from Cathay
Ah but it's grand to be wakened at day
And find oneself nearer to Islay </singing>
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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Solved the bright spots with a new old sand texture. Not sure what
caused them though.
Thanks to John for the song, and indeed, Stephen, the water does not
really warm up :-)
On to some more details now; there must be people living there...
--
Thomas
Post a reply to this message
Attachments:
Download 'islay_06.png' (934 KB)
Preview of image 'islay_06.png'

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On 14/04/15 12:08, Thomas de Groot wrote:
> Solved the bright spots with a new old sand texture. Not sure what
> caused them though.
>
> Thanks to John for the song, and indeed, Stephen, the water does not
> really warm up :-)
>
> On to some more details now; there must be people living there...
Which part of Islay are we looking at? It is reminiscent of Loch Gruinart.
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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On 14/04/2015 12:08, Thomas de Groot wrote:
> Solved the bright spots with a new old sand texture. Not sure what
> caused them though.
>
That is looking better.
Just to prove that the sand in the Hebrides is as good as I say. :-)
https://www.google.co.uk/search?q=islay+beaches&tbm=isch&tbo=u&source=univ&sa=X&ei=mQYtVb2CHM74aKvqgOAD&ved=0CEEQ7Ak&biw=1548&bih=780
> Thanks to John for the song, and indeed, Stephen, the water does not
> really warm up :-)
>
> On to some more details now; there must be people living there...
There certainly will be sheep. In fact if you are lucky you might be
able to pick up a set of horns that look as if they were a prop for a
Satanic film. You might be able to find a Heilan Coo as well. People are
a bit more problematic. Most of them were sent to America and Canada
during the Highland Clearances.
--
Regards
Stephen
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On 14/04/2015 11:59, Doctor John wrote:
> Meanwhile <singing> :
> Westering hame and a song in the air
Heel y'ho boys
https://www.youtube.com/watch?v=Tp1gC51okU0
--
Regards
Stephen
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On 14-4-2015 13:25, Doctor John wrote:
> On 14/04/15 12:08, Thomas de Groot wrote:
>> Solved the bright spots with a new old sand texture. Not sure what
>> caused them though.
>>
>> Thanks to John for the song, and indeed, Stephen, the water does not
>> really warm up :-)
>>
>> On to some more details now; there must be people living there...
>
> Which part of Islay are we looking at? It is reminiscent of Loch Gruinart.
>
Not Islay, John, not Islay, but the scene has indeed something in common
with it. I shall probably go on in the same vein for the time being. Or
maybe not. Nothing is certain yet.
--
Thomas
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On 14-4-2015 15:00, Stephen wrote:
> On 14/04/2015 12:08, Thomas de Groot wrote:
>> Solved the bright spots with a new old sand texture. Not sure what
>> caused them though.
>>
>
> That is looking better.
> Just to prove that the sand in the Hebrides is as good as I say. :-)
>
>
https://www.google.co.uk/search?q=islay+beaches&tbm=isch&tbo=u&source=univ&sa=X&ei=mQYtVb2CHM74aKvqgOAD&ved=0CEEQ7Ak&biw=1548&bih=780
>
Yes indeed :-)
>
>
>> Thanks to John for the song, and indeed, Stephen, the water does not
>> really warm up :-)
>>
>> On to some more details now; there must be people living there...
>
> There certainly will be sheep. In fact if you are lucky you might be
> able to pick up a set of horns that look as if they were a prop for a
> Satanic film. You might be able to find a Heilan Coo as well. People are
> a bit more problematic. Most of them were sent to America and Canada
> during the Highland Clearances.
>
The Heilan Coo would be nice although more difficult. There are
different things to consider. Atmosphere is one and human imprint is
another. I have a couple of ideas I want to pursue.
--
Thomas
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Am 14.04.2015 um 12:59 schrieb Doctor John:
> I seem to remember someone having a similar problem with the white spots
> a few years ago, possibly on this very ng. I'll search my archives to
> see if I can find the relevant thread.
I recall one guy who had stray white dot artifacts all over his scenes;
in the end it turned out that his AMD processor had suffered permanent
damage from overheating. (Some time later, the very same guy complained
about the very same type of artifacts again; it turned out that he had
fried yet another CPU.)
But I don't think that's the issue here. The white dots are clearly
limited to a particular feature of the scene (the surf); also, at the
far bottom right we can see how the white more or less gradually blends
into the dark blue of the lake, probably due to anti-aliasing. The
overheat artifacts didn't behave that way.
My personal guess would be that the water surface texture isn't properly
limited to the flat water region, but extends a bit up the beach slope.
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On 14/04/2015 15:49, clipka wrote:
>
> I recall one guy who had stray white dot artefacts all over his scenes;
I recall one guy who had stray white dot artefacts all over his shoes.
I deduced that he was diabetic.
When is Cheryl's birthday?
http://www.bbc.co.uk/news/world-asia-32304126
Read first, if you please.
--
Regards
Stephen
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On 14/04/2015 15:16, Thomas de Groot wrote:
>>
> The Heilan Coo would be nice although more difficult.
Just a long shot. ;-)
My head hurts thinking about using a particle system or Poser hairs.
> There are
> different things to consider. Atmosphere is one and human imprint is
> another. I have a couple of ideas I want to pursue.
I look forward to seeing them.
You must write a tutorial on how you create your landscapes. I remember
your experiments in Gancaloon. And you have certainly know how to do it.
This landscape is one that I recognise. I spent six days on a
semi-submersible being towed down the west coast of Great Britain. (Pedant)
It certainly has the look of the Inner Hebrides.
I wait in anticipation.
--
Regards
Stephen
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Am 14.04.2015 um 17:00 schrieb Stephen:
> On 14/04/2015 15:49, clipka wrote:
>>
>> I recall one guy who had stray white dot artefacts all over his scenes;
>
> I recall one guy who had stray white dot artefacts all over his shoes.
> I deduced that he was diabetic.
Sounds more like a house painter to me...
> When is Cheryl's birthday?
> http://www.bbc.co.uk/news/world-asia-32304126
>
> Read first, if you please.
And I deduce that I'm missing the point of your post... is there any, or
did you just imbibe too much of the good stuff? :P
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On 14/04/15 15:02, Stephen wrote:
> On 14/04/2015 11:59, Doctor John wrote:
>> Meanwhile <singing> :
>> Westering hame and a song in the air
>
> Heel y'ho boys
>
> https://www.youtube.com/watch?v=Tp1gC51okU0
>
So we're off to Mingulay now, is it?
John
--
Protect the Earth
It was not given to you by your parents
You hold it in trust for your children
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On 14/04/2015 16:49, clipka wrote:
> Am 14.04.2015 um 17:00 schrieb Stephen:
>> On 14/04/2015 15:49, clipka wrote:
>>>
>>> I recall one guy who had stray white dot artefacts all over his scenes;
>>
>> I recall one guy who had stray white dot artefacts all over his shoes.
>> I deduced that he was diabetic.
>
> Sounds more like a house painter to me...
>
>> When is Cheryl's birthday?
>> http://www.bbc.co.uk/news/world-asia-32304126
>>
>> Read first, if you please.
>
> And I deduce that I'm missing the point of your post... is there any, or
> did you just imbibe too much of the good stuff? :P
>
No white Colombian Marching Powder involved.
I was just replying to your deductions with a chain of my own.
I had just finished reading the article when your post reminded me of
the doctor who diagnosed, that a friend had diabetes by the precipitated
sugar crystals on his shoes. From splashes after he had gone to the
toilet. (I don't think that it is a true story, actually.)
Sorry, but that is how my mind works.
Either the above or I just wanted to post the link. I enjoyed working it
out.
The choice is there to be made.
--
Regards
Stephen
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On 14/04/2015 17:03, Doctor John wrote:
> On 14/04/15 15:02, Stephen wrote:
>> On 14/04/2015 11:59, Doctor John wrote:
>>> Meanwhile <singing> :
>>> Westering hame and a song in the air
>>
>> Heel y'ho boys
>>
>> https://www.youtube.com/watch?v=Tp1gC51okU0
>>
>
> So we're off to Mingulay now, is it?
>
No. I just like the song.
--
Regards
Stephen
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On 14-4-2015 17:45, Stephen wrote:
> On 14/04/2015 15:16, Thomas de Groot wrote:
>>>
>> The Heilan Coo would be nice although more difficult.
>
> Just a long shot. ;-)
> My head hurts thinking about using a particle system or Poser hairs.
Indeed. Only alternative is with image maps. I have a cow model so I
might be able to pull it off with some additional modelling.
>
>
>> There are
>> different things to consider. Atmosphere is one and human imprint is
>> another. I have a couple of ideas I want to pursue.
>
>
> I look forward to seeing them.
> You must write a tutorial on how you create your landscapes. I remember
> your experiments in Gancaloon. And you have certainly know how to do it.
I shall consider it although the work is quite simple and random. I
think the most important piece of work is texturing. I essentially work
with code developed by Jaime. I shall put something together that might
be comprehensive.
> This landscape is one that I recognise. I spent six days on a
> semi-submersible being towed down the west coast of Great Britain. (Pedant)
> It certainly has the look of the Inner Hebrides.
Strange isn't it? I just took one of my existing height_fields from my
collection thinking it suitable for the Inner Hebrides purpose, and with
appropriate texturing it looks like the Inner Hebrides. It is a
look-alike effect.
>
> I wait in anticipation.
>
Some patience is expected from the public. Some music will be provided
and the bar is open in the meantime.
--
Thomas
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On 14-4-2015 16:49, clipka wrote:
>
> But I don't think that's the issue here. The white dots are clearly
> limited to a particular feature of the scene (the surf); also, at the
> far bottom right we can see how the white more or less gradually blends
> into the dark blue of the lake, probably due to anti-aliasing. The
> overheat artifacts didn't behave that way.
>
> My personal guess would be that the water surface texture isn't properly
> limited to the flat water region, but extends a bit up the beach slope.
>
It has disappeared with the new sand texture. Not really sure why
though. It seems to me to be an offensive combination of normal and
finish settings of the sand with backlighting.
--
Thomas
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On 04/14/2015 07:08 AM, Thomas de Groot wrote:
> Solved the bright spots with a new old sand texture. Not sure what
> caused them though.
>
> Thanks to John for the song, and indeed, Stephen, the water does not
> really warm up :-)
>
> On to some more details now; there must be people living there...
some of your best work!
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On 15-4-2015 16:05, James Holsenback wrote:
> some of your best work!
Oh! Thank you indeed!
I hope to keep up the challenge :-)
--
Thomas
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On 04/14/2015 10:49 AM, clipka wrote:
> Am 14.04.2015 um 12:59 schrieb Doctor John:
>
>> I seem to remember someone having a similar problem with the white spots
>> a few years ago, possibly on this very ng. I'll search my archives to
>> see if I can find the relevant thread.
>
> I recall one guy who had stray white dot artifacts all over his scenes;
> in the end it turned out that his AMD processor had suffered permanent
> damage from overheating. (Some time later, the very same guy complained
> about the very same type of artifacts again; it turned out that he had
> fried yet another CPU.)
It was Jaime.
Now that I think of it, a couple of years ago when I was shopping for a
new computer, someone (not a POVer) warned me against AMDs, saying that
(among other things) they produce more waste heat than Intel CPUs.
However, at the time Jaime was having his problems, I don't know whether
Intel was any better.
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El 14/04/15 a las 16:49, clipka escribió:
> I recall one guy who had stray white dot artifacts all over his scenes;
> in the end it turned out that his AMD processor had suffered permanent
> damage from overheating. (Some time later, the very same guy complained
> about the very same type of artifacts again; it turned out that he had
> fried yet another CPU.)
That was me.... :) I fried two AMD athlons due to poor cooling.
--
Jaime
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Am 16.04.2015 um 06:22 schrieb Cousin Ricky:
> Now that I think of it, a couple of years ago when I was shopping for a
> new computer, someone (not a POVer) warned me against AMDs, saying that
> (among other things) they produce more waste heat than Intel CPUs.
> However, at the time Jaime was having his problems, I don't know whether
> Intel was any better.
Back then, I think the main problem with AMD processors was not so much
the amount of heat generated, but that they didn't automatically
throttle down when in danger of overheating. Don't know whether that is
still the case.
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Hi(gh)!
On 16.04.2015 21:15, Jaime Vives Piqueres wrote:
> That was me.... :) I fried two AMD athlons due to poor cooling.
Similar with me - it happened in January 2009, an Athlon 64 2800+, which
then was replaced (costly!) by an Athlon 64 3500+! Yes... Khyberspace -
like all Afghanistan - is a very dusty environment...
Currently, I run a hexa-core Athlon, each core an 3,857 GHz... when you
do raytracing, CPUs are NEVER fast enough!
See you in Khyberspace!
Yadgar
Now playing: Tiger Tiger (Duran Duran)
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> That was me.... :) I fried two AMD athlons due to poor cooling.
I guess I was lucky with mine, after I finished the build I proceeded to
install Windows (IIRC it was Win98) and it kept blue-screen and
switching off about 2 mins into the install. After I repeated this a
couple of times I decided to open up the case, and I found that the "Z"
shaped bar that holds the heatsink down on the CPU had snapped in the
middle and the heatsink (and fan) was hanging down not even touching the
CPU. A quick fix (with a bit of track rod from a radio controlled car I
had lying around) and miraculously it worked well for many years!
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To give an idea of the direction I want to go.
Somehow, the wall* in the forefront is cut short despite the spline
going further. No idea why. I thought it could be an epsilon artefact...
* Chris B's Blockwall used here.
--
Thomas
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Attachments:
Download 'islay_07.png' (992 KB)
Preview of image 'islay_07.png'

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Le 24/04/2015 13:15, Thomas de Groot a écrit :
> To give an idea of the direction I want to go.
>
> Somehow, the wall* in the forefront is cut short despite the spline
> going further. No idea why. I thought it could be an epsilon artefact...
>
>
> * Chris B's Blockwall used here.
Stating the obvious, with spline:
* is the missing part at the start or the end of the spline ?
* some splines do not show the segment from first to second point, and
some neither do from penultimate to ultimate point
* is the key (value) for the range of points along the spline in anyway
negative for some points ?
* check the range vs number of points in spline (you could have 10
points between 0 and 1, yet the range would still be 0 to 1)
--
Just because nobody complains does not mean all parachutes are perfect.
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On 24/04/2015 12:15, Thomas de Groot wrote:
> To give an idea of the direction I want to go.
>
Go West, young man. ;-)
You really are capturing the atmosphere of those western islands.
One thing and I feel that I am always being over critical. Sorry.
The wall in these areas are generally of dry stone construction. The top
layer is generally rounded. (Google "dry stone dyke")
Once you have sorted out the spline problem you might be able to add a
single layer on top of the main part.
The castle is perfect.
--
Regards
Stephen
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On 24-4-2015 13:29, Le_Forgeron wrote:
> Stating the obvious, with spline:
>
> * is the missing part at the start or the end of the spline ?
middle
> * some splines do not show the segment from first to second point, and
> some neither do from penultimate to ultimate point
Not the case here
> * is the key (value) for the range of points along the spline in anyway
> negative for some points ?
No
> * check the range vs number of points in spline (you could have 10
> points between 0 and 1, yet the range would still be 0 to 1)
I suspect the trouble is here. I have a spline made up of 18 components,
Val_1 to Val_18 going from 0.00 to 1.70 in steps of 0.10. It looks like
the spline stops at Val_11 with value 1.00. However, in the example
given in the Docs, values higher than 1.00 (and lower than 0.00) are
given. So, what's up?
I shall renumber the Val_n parameters to keep them within the 0.00-1.00
range and see what happens. Still, I am confused where the documentation
is concerned.
--
Thomas
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On 24-4-2015 14:22, Stephen wrote:
> On 24/04/2015 12:15, Thomas de Groot wrote:
>> To give an idea of the direction I want to go.
>>
>
> Go West, young man. ;-)
Aye, me laird :-)
>
>
> You really are capturing the atmosphere of those western islands.
Thanks indeed. Just trying to assimilate the views and translate them to
a believable environment. I am enjoying myself :-)
>
> One thing and I feel that I am always being over critical. Sorry.
> The wall in these areas are generally of dry stone construction. The top
> layer is generally rounded. (Google "dry stone dyke")
> Once you have sorted out the spline problem you might be able to add a
> single layer on top of the main part.
If I want to go on with Blockwall, the dry stone construction is
possible, except maybe for the top layer of vertical stone slabs. I
might get into trouble with that.
>
> The castle is perfect.
>
Ah yes! Modelled in Silo, gradually adding disjointed wall segments
towards the top, then roughing the wall surfaces so that the slope
texture could get hold.
--
Thomas
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On 24/04/2015 15:27, Thomas de Groot wrote:
> On 24-4-2015 14:22, Stephen wrote:
>> On 24/04/2015 12:15, Thomas de Groot wrote:
>>> To give an idea of the direction I want to go.
>>>
>>
>> Go West, young man. ;-)
>
> Aye, me laird :-)
>
Don't let the sheep loose on your way out. ;_)
>>
>>
>> You really are capturing the atmosphere of those western islands.
>
> Thanks indeed. Just trying to assimilate the views and translate them to
> a believable environment. I am enjoying myself :-)
>
You are doing okay.
>>
>> One thing and I feel that I am always being over critical. Sorry.
>> The wall in these areas are generally of dry stone construction. The top
>> layer is generally rounded. (Google "dry stone dyke")
>> Once you have sorted out the spline problem you might be able to add a
>> single layer on top of the main part.
>
> If I want to go on with Blockwall, the dry stone construction is
> possible, except maybe for the top layer of vertical stone slabs. I
> might get into trouble with that.
>
I have confidence.
>>
>> The castle is perfect.
>>
> Ah yes! Modelled in Silo, gradually adding disjointed wall segments
> towards the top, then roughing the wall surfaces so that the slope
> texture could get hold.
>
>
You are becoming quite proficient with that slope pattern. If you don't
mind me saying. :-)
--
Regards
Stephen
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On 24-4-2015 17:03, Stephen wrote:
> On 24/04/2015 15:27, Thomas de Groot wrote:
>> On 24-4-2015 14:22, Stephen wrote:
>>> On 24/04/2015 12:15, Thomas de Groot wrote:
>>>> To give an idea of the direction I want to go.
>>>>
>>>
>>> Go West, young man. ;-)
>>
>> Aye, me laird :-)
>>
>
> Don't let the sheep loose on your way out. ;_)
What sheep? I see no sheep, except the Minister's. :-)
>
> You are becoming quite proficient with that slope pattern. If you don't
> mind me saying. :-)
>
Hm. It is a huge effort of trial and error each time but using primary
colours first to get your bearings in each scene is a trick I can recommend.
--
Thomas
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On 25/04/2015 07:55, Thomas de Groot wrote:
> On 24-4-2015 17:03, Stephen wrote:
>> On 24/04/2015 15:27, Thomas de Groot wrote:
>>> On 24-4-2015 14:22, Stephen wrote:
>>>> On 24/04/2015 12:15, Thomas de Groot wrote:
>>>>> To give an idea of the direction I want to go.
>>>>>
>>>>
>>>> Go West, young man. ;-)
>>>
>>> Aye, me laird :-)
>>>
>>
>> Don't let the sheep loose on your way out. ;_)
>
> What sheep? I see no sheep, except the Minister's. :-)
>
http://en.wikipedia.org/wiki/Highland_Clearances#Year_of_the_Sheep
>>
>> You are becoming quite proficient with that slope pattern. If you don't
>> mind me saying. :-)
>>
> Hm. It is a huge effort of trial and error each time
Art not science then?
> but using primary
> colours first to get your bearings in each scene is a trick I can
> recommend.
>
Yes, of course. I use Cyan with an ambient of 1 for the default texture.
So that anything that I have missed texturing shows up.
--
Regards
Stephen
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