 |
 |
|
 |
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
hi,
Thomas de Groot <tho### [at] degroot org> 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.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Op 20-11-2022 om 18:40 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degroot org> 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
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Op 21-11-2022 om 11:42 schreef jr:
> hi,
>
> Thomas de Groot <tho### [at] degroot org> 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
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> 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 ?
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Op 22-11-2022 om 13:03 schreef Mr:
> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> 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
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
"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>
}
---%<------%<------%<---
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
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
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
On 2022-11-22 14:43 (-4), ingo wrote:
>
> It can probably be done with the meshmaker.inc that comes with POV-Ray.
For those using POV-Ray 3.7, be aware that there is a bug in
meshmaker.inc v3.7: It will set your scene to #version 3.5, no matter
what you put at the top of your scene file.
This bug is fixed in v3.8 and in unofficial patches based on v3.7.1, and
the file should work if you copy it to your v3.7 include folder.
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |
|  |
|
 |
Op 24-11-2022 om 17:13 schreef Cousin Ricky:
> On 2022-11-22 14:43 (-4), ingo wrote:
>>
>> It can probably be done with the meshmaker.inc that comes with POV-Ray.
>
> For those using POV-Ray 3.7, be aware that there is a bug in
> meshmaker.inc v3.7: It will set your scene to #version 3.5, no matter
> what you put at the top of your scene file.
>
> This bug is fixed in v3.8 and in unofficial patches based on v3.7.1, and
> the file should work if you copy it to your v3.7 include folder.
>
Thank you indeed for this reminder! Personally, I almost always version
3.8, but sometimes 3.7 also. I now copied the corrected version of
meshmaker.inc from 3.8 to 3.7.
--
Thomas
Post a reply to this message
|
 |
|  |
|  |
|
 |
|
 |
|  |