POV-Ray : Newsgroups : povray.binaries.images : Blobs, snow, Sean Days Slush texture. Server Time
29 Jul 2024 16:32:11 EDT (-0400)
  Blobs, snow, Sean Days Slush texture. (Message 1 to 5 of 5)  
From: [GDS|Entropy]
Subject: Blobs, snow, Sean Days Slush texture.
Date: 4 Jan 2014 00:00:04
Message: <web.52c7947c9bbcc06fddb0c31e0@news.povray.org>
Hello,

I have had some time recently to pick up the development of some of the macros I
have made. Some members of the community have been kind enough to contribute
some textures to the cause.

Here is a test scene used by my old macro, but with an awesome texture for
Slush/dirty snow from Sean Day.

Parse/render times are using the old macro. I found some issues with the old
code, namely some odd vlength == 0 issues which vastly increased render time,
along with some deficiencies of capability. Some of these are being resolved,
others have been.

The image attached has about 103,000 blob objects in it, and was not optimized
for size/count vs output or any other attribute. It was just guess n' go. Two
layers exist; one blob layer of ice, 3,000 units, then 100,000 using Seans
texture, blobs are of smaller size.

Seans texture is pretty epic, isn't it?

After I update my macro core such as to remove a few bugs and add a nice bit of
functionality, I'll post them once again [snow/ice/icicle, moss, corrosion].

The image took 16d 1h 52m 56s on a 24gb DDR3, Xeon x5660, DX58SO2, 4tb RAID 1,
Win7 Ultimate x64.

For now,
Ian


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Attachments:
Download 'snowice2011_1small_layer 1.png' (1829 KB)

Preview of image 'snowice2011_1small_layer 1.png'
snowice2011_1small_layer 1.png


 

From: Thomas de Groot
Subject: Re: Blobs, snow, Sean Days Slush texture.
Date: 4 Jan 2014 03:17:55
Message: <52c7c3b3$1@news.povray.org>
Welcome back!

Looking good indeed, however, a few comments. I see ice but I do not see 
snow. Iow, the snow seems frozen and not freshly fallen but that might 
be your intention. I also wonder about that thin black line here and there.

Thomas


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From: [GDS|Entropy]
Subject: Re: Blobs, snow, Sean Days Slush texture.
Date: 4 Jan 2014 17:25:00
Message: <web.52c88a3478f844bcddb0c31e0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> Welcome back!
>
> Looking good indeed, however, a few comments. I see ice but I do not see
> snow. Iow, the snow seems frozen and not freshly fallen but that might
> be your intention. I also wonder about that thin black line here and there.
>
> Thomas

Thank you. :)

Yes, I was going for the frozen slush effect. Basically I have a texture which
is stacked Ice and Seans Slush.

The black lines I am pretty sure come from the intersection of the two blob
coating passes. I think there are two solutions for this. The first is to CSG
the passes, which keeps the per-blob component count down and maybe will get rid
of the lines, and the second is to pass in a parameter array which will allow
all layers to be the same blob [essentially adding a loop that kicks off N
snow/icicle passes] which has obvious limitations. Both may in fact be the right
answer, providing each is used for the right tasks.

Ian


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From: s day
Subject: Re: Blobs, snow, Sean Days Slush texture.
Date: 6 Jan 2014 19:05:01
Message: <web.52cb43f278f844bc67c13c250@news.povray.org>
"[GDS|Entropy]" <nomail@nomail> wrote:
> Hello,
>
> I have had some time recently to pick up the development of some of the macros I
> have made. Some members of the community have been kind enough to contribute
> some textures to the cause.
>
> Here is a test scene used by my old macro, but with an awesome texture for
> Slush/dirty snow from Sean Day.
>
> Parse/render times are using the old macro. I found some issues with the old
> code, namely some odd vlength == 0 issues which vastly increased render time,
> along with some deficiencies of capability. Some of these are being resolved,
> others have been.
>
> The image attached has about 103,000 blob objects in it, and was not optimized
> for size/count vs output or any other attribute. It was just guess n' go. Two
> layers exist; one blob layer of ice, 3,000 units, then 100,000 using Seans
> texture, blobs are of smaller size.
>
> Seans texture is pretty epic, isn't it?
>
> After I update my macro core such as to remove a few bugs and add a nice bit of
> functionality, I'll post them once again [snow/ice/icicle, moss, corrosion].
>
> The image took 16d 1h 52m 56s on a 24gb DDR3, Xeon x5660, DX58SO2, 4tb RAID 1,
> Win7 Ultimate x64.
>
> For now,
> Ian

Hi Ian,

The macro looks great (and thanks for the mention with the texture). I wonder if
the odd black lines are related to the crackle pigment (was possibly the cause
of the odd lines in my garden scene which I still have not revisited to fix).

Sean


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From: Paolo Gibellini
Subject: Re: Blobs, snow, Sean Days Slush texture.
Date: 7 Jan 2014 05:23:28
Message: <52cbd5a0$1@news.povray.org>
>[GDS|Entropy]  on date 04/01/2014 5.56 wrote:
> Hello,
>
> I have had some time recently to pick up the development of some of the macros I
> have made. Some members of the community have been kind enough to contribute
> some textures to the cause.
>
> Here is a test scene used by my old macro, but with an awesome texture for
> Slush/dirty snow from Sean Day.
 > [...]
>
> For now,
> Ian
>

It's /cool/!
Paolo


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