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After slightly improving the tree algorithm and random color generator,
making some updates to my patch, and using MegaPOV radiosity...what do
you think?
Number of Glow Sources: 1652
Render time: 15 minutes.
Radiosity settings could be vastly improved, I just copied them from
some MegaPOV demo scene...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
Attachments:
Download 'tree.jpg' (19 KB)
Preview of image 'tree.jpg'
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i think it's time you finished your mods and released it! :)
btw, what tree is that you're using?
Chris Huff wrote:
>
> After slightly improving the tree algorithm and random color generator,
> making some updates to my patch, and using MegaPOV radiosity...what do
> you think?
> Number of Glow Sources: 1652
> Render time: 15 minutes.
> Radiosity settings could be vastly improved, I just copied them from
> some MegaPOV demo scene...
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
>
> [Image]
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In article <39BA9DF9.1A59449C@yahoo.com>, ryan constantine
<rco### [at] yahoocom> wrote:
> i think it's time you finished your mods and released it! :)
Soon. I just finished testing all of the glow scenes, this was the last
one...I want to make sure everything works this time. :-)
> btw, what tree is that you're using?
Not sure what you mean...it's just a tree, not any specific kind. I
suppose it sort of resembles a plum tree we have, or the dead
mock-orange tree out front...minus the glowing branch tips, of course.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
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It looks like you've managed to make the glows finite. Is it so? Have you
had any success clipping them?
Looks very nice, btw.
Post a reply to this message
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In article <39bad815@news.povray.org>, "Tony[B]"
<ben### [at] panamac-comnet> wrote:
> It looks like you've managed to make the glows finite. Is it so? Have you
> had any success clipping them?
I cheated. It just doesn't calculate the glow amount information outside
of a certain radius(though it still has to do some of the calculations
to find the distance). If you choose a radius that is too small, you get
a sudden circular transition from glow to nothing.
Type 2 glows are finite, though, and I will probably add another two
finite types.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
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no, no ,no. you said you had to change the tree algorithm. what
algorithm or tree inc/macro are you using? i didn't mean what species
of deciduous tree!<g>
Chris Huff wrote:
>
> In article <39BA9DF9.1A59449C@yahoo.com>, ryan constantine
> <rco### [at] yahoocom> wrote:
>
> > i think it's time you finished your mods and released it! :)
>
> Soon. I just finished testing all of the glow scenes, this was the last
> one...I want to make sure everything works this time. :-)
>
> > btw, what tree is that you're using?
>
> Not sure what you mean...it's just a tree, not any specific kind. I
> suppose it sort of resembles a plum tree we have, or the dead
> mock-orange tree out front...minus the glowing branch tips, of course.
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
Post a reply to this message
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are any of the finite types able to occupy only one pixel (or there
abouts)? i'm looking for sparks at a distance, where they look like
points of light and don't give off much glow halo.
Chris Huff wrote:
>
> In article <39bad815@news.povray.org>, "Tony[B]"
> <ben### [at] panamac-comnet> wrote:
>
> > It looks like you've managed to make the glows finite. Is it so? Have you
> > had any success clipping them?
>
> I cheated. It just doesn't calculate the glow amount information outside
> of a certain radius(though it still has to do some of the calculations
> to find the distance). If you choose a radius that is too small, you get
> a sudden circular transition from glow to nothing.
> Type 2 glows are finite, though, and I will probably add another two
> finite types.
>
> --
> Christopher James Huff
> Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
> TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
>
> <><
Post a reply to this message
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"ryan constantine" <rco### [at] yahoocom> wrote in message
news:39BB1B87.CF062997@yahoo.com...
| no, no ,no. you said you had to change the tree algorithm. what
| algorithm or tree inc/macro are you using? i didn't mean what species
| of deciduous tree!<g>
LOL, that was funny. Okay, I'm going away now. :-)
| Chris Huff wrote:
| >
| > In article <39BA9DF9.1A59449C@yahoo.com>, ryan constantine
| > <rco### [at] yahoocom> wrote:
| >
| > > btw, what tree is that you're using?
| >
| > Not sure what you mean...it's just a tree, not any specific kind. I
| > suppose it sort of resembles a plum tree we have, or the dead
| > mock-orange tree out front...minus the glowing branch tips, of course.
Post a reply to this message
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In article <39BB1C4F.32DEA202@yahoo.com>, ryan constantine
<rco### [at] yahoocom> wrote:
> are any of the finite types able to occupy only one pixel (or there
> abouts)? i'm looking for sparks at a distance, where they look like
> points of light and don't give off much glow halo.
They can get pretty close, using type 0, small size, and low cutoff
radius. The number of pixels still depends on distance unless you use an
orthographic camera.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
Post a reply to this message
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In article <39BB1B87.CF062997@yahoo.com>, ryan constantine
<rco### [at] yahoocom> wrote:
> no, no ,no. you said you had to change the tree algorithm. what
> algorithm or tree inc/macro are you using? i didn't mean what species
> of deciduous tree!<g>
Oh... :-)
I am not using any include, and I don't think the algorithm has a name,
it is a simple recursive macro which branches a random number of times
at each node, and adjusts trunk radius and branch length depending on
recursion depth. It is made entirely of cones, so if it was well lit,
you could probably easily see gaps where the branches bend.(If I was
after a more realistic macro, I would have put spheres at the junctions
and not used perfectly straight branches, but this macro was designed
specially for this scene.)
Here is the relevant code for the macro:
#macro SRand(RS) (rand(RS)*2 - 1) #end
#declare TreeTex =
texture {
pigment {color White}
finish {
diffuse 1 ambient 0
metallic reflect_metallic
}
}
#declare RsA = seed(48664);
#declare RadScl = 0.75;
#declare LenScl = 0.98;
#macro Rec(Pt, Dir, Rad, Lvl)
#if(Lvl>0)
cone {Pt, Rad, Pt+Dir, Rad*RadScl texture {TreeTex}}
#local J = 0;
#local N = rand(RsA)*4;
#while(J<N)
#if(rand(RsA)<0.9)
Rec(Pt+Dir, vrotate(Dir, x*SRand(RsA)*45 +
z*SRand(RsA)*45)*LenScl,
Rad*RadScl, Lvl-1)
#end
#set J = J + 1;
#end
#else
cone {Pt, Rad, Pt+Dir*0.99, 0 texture {TreeTex}}
#end
#end
union {
Rec(< 0, 0, 0>, y*0.5, 0.15, 8)
}
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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