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On Sat, 26 Jun 2004 18:51:49 +0100, Rob Richards <ari### [at] btinternet com>
wrote:
Hi Rob,
after the scene file has parsed it writes to the message screen the
various seed numbers used for the different components of the landscape,
Landform, sun position etc. You can tweak a landscape by individually
defining a seed for each of these, thus being able to change the sky etc.
On the next issue I intend to add some scene tweaks as well, so you can
shift the landscape around a little without anything else being redefined.
+ a set of macros that will let you easily insert objects from outside the
LOTW core code.
>
> I was wondering if there was a way to somehow obtain a scene file
> containing the actual code that a given seed generates which could be
> tweaked or added to ?
>
> Cheers
> Rob
>
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Just another one I ran befor going to sleep. It took 58 minutes to render.
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Attachments:
Download 'lotw-92117477.jpg' (56 KB)
Preview of image 'lotw-92117477.jpg'
![lotw-92117477.jpg](/povray.binaries.images/attachment/%3Copr97053drqe14i4%40user-uzkaejdv52%3E/lotw-92117477.jpg?preview=1)
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The halo is due to the tress being media contained inside a sphere
interacting with the media atmosphere. I'll probably be using a different
tree code next time round.
On Sat, 26 Jun 2004 17:31:59 +0200, SomeOne <ask### [at] yahoo co uk nospam>
wrote:
>
> "Nathan O'Brien" <pov### [at] no13 net> schreef in bericht
> news:opr964vqfhqe14i4@user-uzkaejdv52...
> | Hi all
> |
> | more images using the second texture pack for the LOTW. I've also made
> | some changes to the source code to make it easier to use, as well as
> | adding some light groups. The trees are from Gilles Tran's makecloud
> code.
> | Full source code posted to PBSF.
>
>
> I like this very much. One remark: on the second image (lotw-101?) the
> trees on
> the mountainridges show some kind of spherical halo. This is especially
> visible
> for the trees on the mountain top in the far left. Surely this was not
> your
> intention?
>
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Nathan O'Brien wrote:
> Just another one I ran befor going to sleep. It took 58 minutes to render.
Showed it to my wife, and she said "Where's that? We should go there on
vacation!"
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Nathan O'Brien wrote:
> Just another one I ran befor going to sleep. It took 58 minutes to render.
>
>
> ------------------------------------------------------------------------
>
i thought very californian, but then again i'm english
stephen
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On Sun, 27 Jun 2004 07:39:53 +1000, "Nathan O'Brien"
<pov### [at] no13 net> wrote:
>On Sat, 26 Jun 2004 18:51:49 +0100, Rob Richards <ari### [at] btinternet com>
>wrote:
>
>Hi Rob,
>after the scene file has parsed it writes to the message screen the
>various seed numbers used for the different components of the landscape,
>Landform, sun position etc. You can tweak a landscape by individually
>defining a seed for each of these, thus being able to change the sky etc.
>On the next issue I intend to add some scene tweaks as well, so you can
>shift the landscape around a little without anything else being redefined.
>+ a set of macros that will let you easily insert objects from outside the
>LOTW core code.
>
Sounds great. this whole concept is fantastic.
I guess my question was a bit out of place. I was thinking that IMHO
it would be good to be able to see the actual final raw Povray code
that is rendered i.e. generated by the LOTW code or any other macro
generated scene itself. I think this would be useful from a learning
point of view. For example to see and learn from the raw Povray code
generated , how a particular element of the scene is defined.
Does this make sense ? I guess it's really a question for another
group !
Cheers
Rob
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opr964vqfhqe14i4@user-uzkaejdv52...
> Hi all
>
> more images using the second texture pack for the LOTW. I've also made
> some changes to the source code to make it easier to use, as well as
> adding some light groups. The trees are from Gilles Tran's makecloud code.
> Full source code posted to PBSF.
>
> Nathan O'Brien
I really like the 1st one especially the sunset light on mounts tops.
I'm a little less fond of displaying media trees containers but it was
already discussed sooner in this thread :)
Marc
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opr97053drqe14i4@user-uzkaejdv52...
> Just another one I ran befor going to sleep. It took 58 minutes to render.
You should go to sleep more often ;-)
this one is really incredibly beautifull
Interacting clouds shadows and ground and rolling hills fading in haze are
great
Marc
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Nathan O'Brien wrote:
> Hi all
>
> more images using the second texture pack for the LOTW. I've also made
> some changes to the source code to make it easier to use, as well as
> adding some light groups. The trees are from Gilles Tran's makecloud
> code. Full source code posted to PBSF.
This is evolving really good. I like the boulders, specially the
scattering on the previous update... I must add this feature to my LOTW.
For the trees I'm using cheap isosurfaces with double_illuminate,
wich works decently, but it's not really good for the near terrain.
Yours are perhaps suffering from fog interaction with media containers?
I'm downloading your last zip, to see what more ideas I can borrow. :)
--
Jaime
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On Sun, 27 Jun 2004 23:36:30 +0200, Jaime Vives Piqueres
<jai### [at] ignorancia org> wrote:
Hi Jaime
I've just downloaded your zip as well. Looking for code goodies as well.
The LOTW work on your website is looking great.
>
> I'm downloading your last zip, to see what more ideas I can borrow. :)
>
> --
> Jaime
>
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