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More World Machine and a lots of new uses for proximity functions (for me).
Proximity to control vegetation, foam on the water, normals, etc.
I need to build a ship (I've always wanted to) to put in this scene.
Post a reply to this message
Attachments:
Download 'wmisland.jpg' (193 KB)
Preview of image 'wmisland.jpg'
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A dream land....
;-)
Paolo
>Kirk Andrews on date 29/09/2009 00:08 wrote:
> More World Machine and a lots of new uses for proximity functions (for me).
> Proximity to control vegetation, foam on the water, normals, etc.
>
> I need to build a ship (I've always wanted to) to put in this scene.
>
>
> ------------------------------------------------------------------------
>
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Hi Kirk,
this really looks nice. Would you perhaps be inclined to post the source?
(Beg ;-)
I am looking for a working example scene-file how to place random objects on
a pov-scene or how to color the landscape-height field according to the
actual height.
In case you do not want to post the source (I would perfectly understand
this - it has to have been a lot of work), could you perhaps point me to
some information on how to do this in Povray? A working example would be
nice. This would probably be of interest to a lot of us less accomplished
povray-users.
Up to now I have only modeled very simple objects - no landscapes with
plenty of objects that have to be placed randomly.
Post a reply to this message
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> Hi Kirk,
>
> this really looks nice. Would you perhaps be inclined to post the source?
> (Beg ;-)
>
> I am looking for a working example scene-file how to place random objects on
> a pov-scene or how to color the landscape-height field according to the
> actual height.
Trace and acounting for the normal for the first.
For the second, use the slope pattern. It depend on the actual slope,
but also, optionaly, on the altitude.
>
> Up to now I have only modeled very simple objects - no landscapes with
> plenty of objects that have to be placed randomly.
>
>
The trace function is perfect for placing an object on another. Then,
you can use vorient() to orient the object acording to the local normal
of your surface.
Alain
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Thank you, but... ;-)
yes, I know how it could be done in theory. But I am looking for a working
example, perferably done by an expert like Kirk.
It would be good to know how such things are actually implemented. Does one
store tree-positions in a file, or is it better just to store a random seed
on which the forest is based? What is quicker, what makes more sense? And
how is it done best?
Nonetheless, I do not have the faintest idea on how to actually color a
heightfield. Never done this. I used once a self-made celtic-knot pattern to
carve the pattern out of a granite slab, but that covers my experience with
bitmaps in pov. Apart from applying some on tiles,that is.
Have once done it for a tile-webshop which wanted me to simulate how tile
patterns would look like when put on a wall in a certain pattern and lighted
from a certain angle without having to actually put the tiles on a wall. Not
very difficult, but not spectacular, either. Looks like part of a pefectly
ordinary tiled bathroom wall in RL, so mission accomplished.
Maybe you cut the heightfield into separate parts (according to height),
color them individually and make a union of them? Seems a bit clumsy.
The vorient-function was unknown to me until now, thank you. Should be
helpful.
Of course, I could discover all this by myself. But why invent the wheel a
hunderth time when one could learn so much from example? It is just
difficult how to find such an example, one that compiles and can be tinkered
with. Problem is, Kirk's creation is probably way too complicated, even if
he could be convinced to share...
"Alain" <aze### [at] qwertyorg> schrieb im Newsbeitrag
news:4ac23101$1@news.povray.org...
>> Hi Kirk,
>>
>> this really looks nice. Would you perhaps be inclined to post the source?
>> (Beg ;-)
>>
>> I am looking for a working example scene-file how to place random objects
>> on a pov-scene or how to color the landscape-height field according to
>> the actual height.
> Trace and acounting for the normal for the first.
> For the second, use the slope pattern. It depend on the actual slope, but
> also, optionaly, on the altitude.
>>
>> Up to now I have only modeled very simple objects - no landscapes with
>> plenty of objects that have to be placed randomly.
>
> The trace function is perfect for placing an object on another. Then, you
> can use vorient() to orient the object acording to the local normal of
> your surface.
>
>
> Alain
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"TC" <do-not-reply@i-do get-enough-spam-already-2498.com> wrote:
> Thank you, but... ;-)
>
> yes, I know how it could be done in theory. But I am looking for a working
> example, preferably done by an expert like Kirk.
Well, I'm flattered, but if I'm an 'expert', then Alain certainly is! But,
you're not the first to ask for a scene file, so I've made up an example scene
file with lots of comments as a kind of tutorial. Enjoy! When you make a nice
landscape, post it on the forum so we can see it.
Post a reply to this message
Attachments:
Download 'landscapetutorial.pov.txt' (15 KB)
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Aerial view of the same island:
Post a reply to this message
Attachments:
Download 'islandaerial.jpg' (188 KB)
Preview of image 'islandaerial.jpg'
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"Kirk Andrews" <kir### [at] tektonartcom> wrote in message
news:web.4ac2c552a7005b411322341f0@news.povray.org...
> "TC" <do-not-reply@i-do get-enough-spam-already-2498.com> wrote:
>> Thank you, but... ;-)
>>
>> yes, I know how it could be done in theory. But I am looking for a
>> working
>> example, preferably done by an expert like Kirk.
>
> Well, I'm flattered, but if I'm an 'expert', then Alain certainly is!
> But,
> you're not the first to ask for a scene file, so I've made up an example
> scene
> file with lots of comments as a kind of tutorial. Enjoy! When you make a
> nice
> landscape, post it on the forum so we can see it.
>
Legendary :)
Cheers Dre
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web.4ac2c646c4237ba91322341f0@news.povray.org...
> Aerial view of the same island:
>
Isn't Ben Linus that I can see from here? :-)
Good job !
I'll have to try proximity to make foam.
How did you use it for vegetation? no use of slope or normal?
Marc
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"Kirk Andrews" <kir### [at] tektonartcom> schreef in bericht
news:web.4ac2c646c4237ba91322341f0@news.povray.org...
> Aerial view of the same island:
>
Really nice place for a holiday :-)
Your tutorial scene ia also an eye opener for me. I do many things
differently, but your methods are more elegant indeed. And I learn a couple
of new things. Thanks a lot, Kirk!
Still, I am not sure how you use proximity for the foam, though...
Thomas
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