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Kenneth wrote:
Excellent work, and a subject close to my own heart, so I can doubly
appreciate your efforts.
Some test renders from one of my many wip's
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Download 'detail2.jpg' (50 KB)
Preview of image 'detail1.jpg'
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Preview of image 'detail2.jpg'
![detail2.jpg](/povray.binaries.images/attachment/%3C43cf65c1%40news.povray.org%3E/detail2.jpg?preview=1)
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Very good job. We all know that natural scenery is the most difficult thing
to do.
web.43cf4224238f31cedbcfc3c90@news.povray.org...
> And here's a close-up...
>
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> That is truly excellent. Very realistic. I agree that the vines look a
> little too angular near the base, but I think they look fine further up.
> Did you make the leaves yourself too?
>
Yes, as a single sPatch model, painted with a (rather simplified) Photoshop
artwork overlay, based on some photos I took. Luckily for me, right
outside my apartment window is a gigantic old gnarly tree, practically
engulphed in ivy half-way up its trunk. So I had daily inspiration!
> The straight-line approach... perhaps you could join the cylinders with
> torus segments?
A very neat idea, I'll have to try that. At one point, I was considering
using half a torus to try and recreate where vines actually cross over each
other... the "bump." But I concluded it would have involved a rather major
re-write of my tracing code...at the very least!
>
> Just out of interest, what sort of parse time vs render time are you looking
> at?
I should have made a note of that, but didn't. Total render time (using
cylinders for vines) was between 3 and 4 hours on my 400MHZ Pentium II,
using AA 0.2. Parse time was a small fraction of that--perhaps 5-to-10
minutes at most. I actually aborted the sphere_sweep render about half-way
through! But I'll run that version again and report back (the code is still
intact.)
Ken
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Kennetth
Very nice, excellent.
I need like this macro. Great work.
Regards.
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Looks impressive so far. (Nice lighting too BTW.)
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Wow, Kenneth, you have gotten a very nice ivy-laden trunk. The orangy
lighting is good too. It isn't obvious that the leaves are not connected,
so you're successful there :). I agree with some of the previous postings
that the vines are a little too straight coming up from the ground, but
that's a minor point. Very good work!
-smws
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BTW: The tree texture (although not much of it is visible) was made with an
image_map. I took a single photo of a "slice" of real tree bark, made an
alpha channel (in Photoshop) to make the top and bottom of the image fade
to transparency, then applied it nine times up the tree. The bark is
(obviously) not u-mapped--don't yet know how to do that. :-( Laziness, I
suppose. Instead, it's cylindrically-mapped, with each texture segment
being offset in x and z, to line up with the "center" of the tree at that
height. (And rotated about the y-axis randomly, which helps to hide the
repetition.) Also bump-mapped using the same image.
I did that by eye, but it occurs to me that I could use part of my tracing
code as-is to automate the process.
Ken
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Jim Charter <jrc### [at] msn com> wrote:
> Kenneth wrote:
> Excellent work, and a subject close to my own heart, so I can doubly
> appreciate your efforts.
>
> Some test renders from one of my many wip's
Hey, that's nice! I can truly appreciate the work you put into that. I'd
like to see more! I especially like the topiary shape. Gives ME some more
ideas.
Ken
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"Kenneth" <kdw### [at] earthlink net> wrote:
>
> Hope you like it!
>
> Ken
I like it a lot, can't wait to see the final image!
Regards, Christoph
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"Kenneth" <kdw### [at] earthlink net> wrote:
> BTW: The tree texture (although not much of it is visible) was made with an
> image_map. I took a single photo of a "slice" of real tree bark...
Sorry, that sounded weird. What I meant was, I took a photo of the tree's
bark, the final image_map being more wide than tall.
Ken
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