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Greetings!
This is a scene on which i have been working some time.
It didn`t become as interesting as i hoped.
Wanted to give it unswept dusty feel in summer.
Pavement is created with Bill Pragnell`s meshrelief macro.
Tree is from Blender`s Gen3 tree generator.
Other items are mostly Povrayish - heightfields,
generated meshes (deformed in Wings).
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"Andris R" <nomail@nomail> wrote:
> This is a scene on which i have been working some time.
> It didn`t become as interesting as i hoped.
> Wanted to give it unswept dusty feel in summer.
It looks good, but it definitely needs some weeds and an area light, or if that
is an area light, then it needs to be larger and have some jitter. The rock
textures look a little flat too. Maybe some grime in the corners would add
more texture to it. For straight edges, I've just done this with a linear
gradient and turbulence in the past. Even just a normal in addition to the
mesh shape would add more 'feel' to it. You can never go wrong with a little
focal blur, either.
On an unrelated note, I googled some tree shadows to see how blurred they tend
to be (it's not hard to figure out from the sun's distance and radius) and came
across this, which I thought was pretty neat:
http://djoye.chez-alice.fr/Eclipse_05-10-03_7.jpg
- Ricky
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> On an unrelated note, I googled some tree shadows to see how blurred they tend
> to be (it's not hard to figure out from the sun's distance and radius) and came
> across this, which I thought was pretty neat:
>
> http://djoye.chez-alice.fr/Eclipse_05-10-03_7.jpg
>
> - Ricky
I read the ratio of the diameter to distance was 109. So if you put the sun at
<1000,1000,500> you make it vlength(<1000,1000,500>)/109 wide (as an area_light
for example).
Cheers,
Edouard.
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"Andris R" <nomail@nomail> wrote:
> This is a scene on which i have been working some time.
> It didn`t become as interesting as i hoped.
> Wanted to give it unswept dusty feel in summer.
Um... doesn't look particularly dusty to me ;)
Someone gave me the advice to use a slope-pattern based texture to give a simple
dust effect, which seems to work fine in my bricks scene (using it in a
multi-layered texture).
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Nice render. For some reason I thought the window was a resin chair at
first.
Mike
"Andris R" <nomail@nomail> wrote in message
news:web.49a6e6b5758e7cf85309deaf0@news.povray.org...
> Greetings!
>
> This is a scene on which i have been working some time.
> It didn`t become as interesting as i hoped.
> Wanted to give it unswept dusty feel in summer.
>
> Pavement is created with Bill Pragnell`s meshrelief macro.
> Tree is from Blender`s Gen3 tree generator.
> Other items are mostly Povrayish - heightfields,
> generated meshes (deformed in Wings).
>
Post a reply to this message
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"Edouard Poor" <pov### [at] edouard info> wrote:
> I read the ratio of the diameter to distance was 109. So if you put the sun at
> <1000,1000,500> you make it vlength(<1000,1000,500>)/109 wide (as an area_light
> for example).
The Sun's diameter is 1,390,000 km. The average distance from Sun to Earth is
149,600,000 km, but this distance varies by several million km through the
year. (It's shortest in January and longest in July.) The ratio therefore
averages 107.6, although 109 is within range.
Distance Ratio
Perihelion (January 4) 147.09 Mkm 105.8
Average (April, Oct.) 149.60 Mkm 107.6
Aphelion (July 4) 152.10 Mkm 109.4
(I'm somewhat sure that I haven't got these numbers backwards; however, I caught
an error in my draft of such magnitude that a critic's eye would be in order,
just to make sure.)
My data are from http://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html
and http://www.nineplanets.org/ .
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It's a cool scene but the busy tree shadow is making it difficult to see the
most interesting part. I would play with the tree positions off camera so
their shadows frame the scene, rather than covering it. The tree shadow also
looks like it's a double image... maybe an area light without enough
samples?
Beyond that I would suggest adding more detail to the upper and lower wall
textures, and put some clutter in the corners between the walls and ground -
maybe some dried leaves or weeds poking out.
- Slime
[ http://www.slimeland.com/ ]
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"Cousin Ricky" <ric### [at] yahoo com> schreef in bericht
news:web.49a79004679a0b4585de7b680@news.povray.org...
>
> The Sun's diameter is 1,390,000 km. The average distance from Sun to
> Earth is
> 149,600,000 km, but this distance varies by several million km through the
> year. (It's shortest in January and longest in July.) The ratio
> therefore
> averages 107.6, although 109 is within range.
>
And to cite youe code from some time ago :-) which works very well:
#declare SunDis = vlength(SolarPosition)*2/215;
light_source{
SolarPosition
color SunColor
area_light
SunDis*x, SunDis*z,
4, 4
adaptive 1
jitter
circular
orient
parallel
point_at <0, 0, 0>
}
Thomas
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> It looks good, but it definitely needs some weeds and an area light, or if that
> is an area light, then it needs to be larger and have some jitter. The rock
> textures look a little flat too. Maybe some grime in the corners would add
> more texture to it. For straight edges, I've just done this with a linear
> gradient and turbulence in the past. Even just a normal in addition to the
> mesh shape would add more 'feel' to it. You can never go wrong with a little
> focal blur, either.
>
Weeds are still growing :) ... but yes, i intend to add some more vegetation
where possible.
Thanks for the advice/ideas, now i have some more interesting things to try.
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