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29 Nov 2022 04:30:51 EST (-0500)
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From: Thomas de Groot
Subject: The Shallows II (2/3)
Date: 20 Nov 2022 11:05:22
Message: <637a5042@news.povray.org>
Time to reveal "The Shallows II", the next instalment of the triptych.

I have been asked about a background story for the triptych, but I 
prefer to leave that to the imagination of the beholder :-)

Total cumulated render time was about 39 hours on a i5 laptop.

-- 
Thomas


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From: Bald Eagle
Subject: Re: The Shallows II (2/3)
Date: 20 Nov 2022 12:45:00
Message: <web.637a66719d632bff1f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Time to reveal "The Shallows II", the next instalment of the triptych.
>
> I have been asked about a background story for the triptych, but I
> prefer to leave that to the imagination of the beholder :-)
>
> Total cumulated render time was about 39 hours on a i5 laptop.
>
> --
> Thomas

Very nice.   I like the concrete aggregate texture, the decomposed frame/riser
of the rowboat - and little things like the drag marks in the ground and the way
the plants are aligned.


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From: jr
Subject: Re: The Shallows II (2/3)
Date: 21 Nov 2022 05:45:00
Message: <web.637b56079d632bffc0ce110b6cde94f1@news.povray.org>
hi,

Thomas de Groot <tho### [at] degrootorg> wrote:
> Time to reveal "The Shallows II", the next instalment of the triptych.
>
> I have been asked about a background story for the triptych, but I
> prefer to leave that to the imagination of the beholder :-)

the suspense is _killing_ me.  :-)


> Total cumulated render time was about 39 hours on a i5 laptop.

love the image, wonderful atmosphere (in both senses).  cheers.


regards, jr.


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From: Thomas de Groot
Subject: Re: The Shallows II (2/3)
Date: 21 Nov 2022 10:53:23
Message: <637b9ef3$1@news.povray.org>
Op 20-11-2022 om 18:40 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Time to reveal "The Shallows II", the next instalment of the triptych.
>>
>> I have been asked about a background story for the triptych, but I
>> prefer to leave that to the imagination of the beholder :-)
>>
>> Total cumulated render time was about 39 hours on a i5 laptop.
>>
>> --
>> Thomas
> 
> Very nice.   I like the concrete aggregate texture, the decomposed frame/riser
> of the rowboat - and little things like the drag marks in the ground and the way
> the plants are aligned.
> 

Thank you indeed!

The rowing boat was inspired by an image from Nuntasi Lake in Romania:
https://www.swyrl.tv/article/wir-sind-der-meteorit-der-auf-die-erde-faellt-beeindruckende-tv-dokus-zu-klimawandel-und-duerre
It was an illustration from a documentary on Arte earlier this year.

The concrete aggregate is not only a texture, but this texture was also 
processed and used as basis for displacement mapping in Poseray.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: The Shallows II (2/3)
Date: 21 Nov 2022 11:01:30
Message: <637ba0da$1@news.povray.org>
Op 21-11-2022 om 11:42 schreef jr:
> hi,
> 
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> Time to reveal "The Shallows II", the next instalment of the triptych.
>>
>> I have been asked about a background story for the triptych, but I
>> prefer to leave that to the imagination of the beholder :-)
> 
> the suspense is _killing_ me.  :-)
>

Of course! ;-0

> 
>> Total cumulated render time was about 39 hours on a i5 laptop.
> 
> love the image, wonderful atmosphere (in both senses).  cheers.
> 

Thanks jr. I have to think about III now more seriously, and doing some 
long overdue homework...

-- 
Thomas


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From: Jörg "Yadgar" Bleimann
Subject: Re: The Shallows II (2/3)
Date: 22 Nov 2022 06:52:29
Message: <637cb7fd$1@news.povray.org>
Hi(gh)!

On 21.11.22 16:53, Thomas de Groot wrote:

> The concrete aggregate is not only a texture, but this texture was also 
> processed and used as basis for displacement mapping in Poseray.

I. e. not just an normal map? Wow!

See you in Khyberspace!

Yadgar


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From: Mr
Subject: Re: The Shallows II (2/3)
Date: 22 Nov 2022 07:05:00
Message: <web.637cba7f9d632bff16086ed06830a892@news.povray.org>
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> Hi(gh)!
>
> On 21.11.22 16:53, Thomas de Groot wrote:
>
> > The concrete aggregate is not only a texture, but this texture was also
> > processed and used as basis for displacement mapping in Poseray.
>
> I. e. not just an normal map? Wow!
>
> See you in Khyberspace!
>
> Yadgar

Indeed this material really stands out !

Do you think such a result could be achieved using HG POV displacement or
isosurface displacement macros? If yes an include like you did for Granite would
really be worth it, and if not, maybe a tutorial ?


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From: Thomas de Groot
Subject: Re: The Shallows II (2/3)
Date: 22 Nov 2022 08:34:28
Message: <637ccfe4$1@news.povray.org>
Op 22-11-2022 om 13:03 schreef Mr:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>> Hi(gh)!
>>
>> On 21.11.22 16:53, Thomas de Groot wrote:
>>
>>> The concrete aggregate is not only a texture, but this texture was also
>>> processed and used as basis for displacement mapping in Poseray.
>>
>> I. e. not just an normal map? Wow!
>>
>> See you in Khyberspace!
>>
>> Yadgar
> 
> Indeed this material really stands out !
> 
> Do you think such a result could be achieved using HG POV displacement or
> isosurface displacement macros? If yes an include like you did for Granite would
> really be worth it, and if not, maybe a tutorial ?
> 

Thank you!
Note that displacement mapping is done using .obj or mesh2 files as 
input in Poseray. I really have no idea if HG POV can do this. However, 
I guess that isosurfaces could do the job but probably would be much 
slower (in render time) than the way through Poseray which generates a 
"heavy" output .geom file but renders almost as fast as a non-displaced 
object.

I gave some sort of tutorial last year:

https://news.povray.org/povray.binaries.images/thread/%3C60e02637%40news.povray.org%3E/

-- 
Thomas


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From: ingo
Subject: Re: The Shallows II (2/3)
Date: 22 Nov 2022 13:45:00
Message: <web.637d184d9d632bff17bac71e8ffb8ce3@news.povray.org>
"Mr" <m******r******at_hotmail_dot_fr> wrote:

>
> Do you think such a result could be achieved using HG POV displacement or
> isosurface displacement macros? If yes an include like you did for Granite would
> really be worth it, and if not, maybe a tutorial ?

It can probably be done with the meshmaker.inc that comes with POV-Ray.

A crude crackle cylinder example:

---%<------%<------%<---

#version 3.8;

#include "meshmaker.inc"

global_settings {assumed_gamma 1.0}
camera {
   location  <0,1,-10>
   look_at   <0,0,0>
   angle 20
}
light_source { <500,500,-500> rgb <1,0.9,0.8> }
light_source { <-100,100,-500> rgb <0.3,0.3,0.5> }

#declare Crack= function {
  pigment {
    crackle
    colour_map{
      [0, rgb .01]
      [1, rgb .05]
    }
    scale 0.05
  }
}
#declare R= function(u,v) {
  Crack(u,v,0).gray
}

#declare F1= function(u,v){(.5+R(u,v))*cos(u)}
#declare F2= function(u,v){(.5+R(u,v))*sin(u)}
#declare F3= function(u,v){v}

object{
   Parametric(
      F1, F2, F3,
      <0, -1>,
      <2*pi, 1>,
      500, 500, ""
   )
   uv_mapping
   pigment{rgb 1}
   finish{specular 0.5}
   rotate <60,0,0>
}

---%<------%<------%<---


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From: Thomas de Groot
Subject: Re: The Shallows II (2/3)
Date: 23 Nov 2022 07:40:23
Message: <637e14b7$1@news.povray.org>
Op 22-11-2022 om 19:43 schreef ingo:
> "Mr" <m******r******at_hotmail_dot_fr> wrote:
> 
>>
>> Do you think such a result could be achieved using HG POV displacement or
>> isosurface displacement macros? If yes an include like you did for Granite would
>> really be worth it, and if not, maybe a tutorial ?
> 
> It can probably be done with the meshmaker.inc that comes with POV-Ray.
> 

Ah! That is an excellent suggestion indeed. Something I shall have to 
play with... sometime...

-- 
Thomas


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