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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
Post a reply to this message
Attachments:
Download 'the shallows ii_final3.jpg' (523 KB)
Preview of image 'the shallows ii_final3.jpg'

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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.
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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.
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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
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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
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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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=?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 ?
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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
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"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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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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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.
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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
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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
Hi Thomas,
This is even better than the first image, not really anything to critique. I
especially love the texture/worn paint on the boat, great work.
Looking forwards to the next image.
Sean
Post a reply to this message
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Op 3-12-2022 om 22:48 schreef s.day:
> This is even better than the first image, not really anything to critique. I
> especially love the texture/worn paint on the boat, great work.
>
> Looking forwards to the next image.
>
> Sean
>
Thank you indeed Sean!
the (exterior) mesh2 boat texture is constructed as follows:
//source of the image maps:
//https://www.arroway-textures.ch/products/boards-004/?texture-tags=&texture-filter=
//Map definitions
#declare p_map1=pigment {image_map{jpeg
"OldRowingBoat_boards-004_d100.jpg" gamma srgb interpolate 2 transmit
all 0 } }
#declare p_map2=normal {bump_map{jpeg
"OldRowingBoat_boards-004_b030.jpg" gamma 1.0 interpolate 2 }}
#declare p_map3=pigment {image_map{jpeg
"OldRowingBoat_boards-004_s050-g050.jpg" gamma 1.0 interpolate 2 }}
//Poseray macro:
#macro pigment_multiply(p1,p2)
//multiplies two pigments p1xp2
#local PR1 = function {pigment{p1}}
#local PR2 = function {pigment{p2}}
#local PR_FRed=function (x,y,z) {PR1(x,y,z).red*PR2(x,y,z).red}
#local PR_FGrn=function (x,y,z) {PR1(x,y,z).green*PR2(x,y,z).green}
#local PR_FBlu=function (x,y,z) {PR1(x,y,z).blue*PR2(x,y,z).blue}
average pigment_map{
[function{PR_FRed(x,y,z)} color_map{[0 rgb 0][1 rgb <1,0,0>*3]}]
//add each color and then divide by 3
[function{PR_FGrn(x,y,z)} color_map{[0 rgb 0][1 rgb <0,1,0>*3]}]
[function{PR_FBlu(x,y,z)} color_map{[0 rgb 0][1 rgb <0,0,1>*3]}]
}
#end
//Material definition
#declare PR_DIFFUSE = pigment {p_map1}
#declare PR_DIFFUSE = pigment {pigment_multiply(PR_DIFFUSE, pigment
{color srgb ((<0.67,0.67,0.50>-<1,1,1>)*1.0+<1,1,1>) })}
#declare F1 =
finish {
specular 0.274
roughness 0.048
diffuse 0.8
reflection {0} conserve_energy
}
#declare F2 =
finish {
specular 0.0
roughness 0.002
diffuse 0.8
reflection {0} conserve_energy
}
#declare N1 =
normal {p_map2
bump_size 50
}
#declare T1 =
texture {
pigment {uv_mapping PR_DIFFUSE}
finish {F1}
normal {uv_mapping N1}
}
#declare T2 =
texture {
pigment {uv_mapping PR_DIFFUSE}
finish {F2}
normal {uv_mapping N1}
}
#declare T3 =
texture {
pigment {uv_mapping
granite
pigment_map {
[0.20 srgb <0.3, 1.0, 0.3>]
[0.35 srgb <1.0, 0.3, 0.3>]
[0.55 srgb <1.0, 0.3, 0.3>]
[0.70 srgb <1.0, 1.0, 0.3>]
}
scale 1
}
finish {F1}
normal {uv_mapping N1}
}
#declare BoatPaint =
material {
texture {
pigment_pattern {uv_mapping p_map3}
texture_map {
[0.20 T1]
[0.30 T3]
[0.55 T2]
[0.90 T3]
}
}
}
--
Thomas
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Op 03/12/2022 om 22:48 schreef s.day:
> This is even better than the first image, not really anything to critique. I
> especially love the texture/worn paint on the boat, great work.
>
The boat (and surroundings) were inspired by a photograph of the Nuntasi
Lake in Romania, from a documentary of Arte
(https://www.arte.tv/fr/videos/099776-000-A/secheresse-en-europe/) not
available any more. But I enclose a copy here.
> Looking forwards to the next image.
>
/That/ will take some time unfortunately.... :-/
--
Thomas
Post a reply to this message
Attachments:
Download 'nuntasi lake_romenia.jpg' (151 KB)
Preview of image 'nuntasi lake_romenia.jpg'

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Thomas de Groot <tho### [at] degroot org> wrote:
I almost had some kind of episode when i clicked on that an thought it was your
image! :O
and then I thought that "/That/ will take some time unfortunately.... :-/" was
sarcasm.
..oO( _DAMN_ he's gotten GOOD!!! )
I'll go drink my coffee now.
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Thomas de Groot <tho### [at] degroot org> wrote:
>
Well said. ;)
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Il 21/11/2022 17:01, Thomas de Groot ha scritto:
Waiting for anticipations...
Paolo
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