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Finally! Sorry all for the delay...
Note: it requires Lightsys: http://www.ignorancia.org/zips/lightsys4.zip
--
Jaime
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Attachments:
Download 'tierra-1.zip' (22 KB)
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In article <40df35da@news.povray.org> , Jaime Vives Piqueres
<jai### [at] ignoranciaorg> wrote:
> Finally! Sorry all for the delay...
>
> Note: it requires Lightsys: http://www.ignorancia.org/zips/lightsys4.zip
Great! After rendering at a 2:1 aspect ratio I still do have one question:
Should the landscape and sky look like the one you posted April 29th? If
so, which version did you render it with back then?
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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Thorsten Froehlich wrote:
> Great! After rendering at a 2:1 aspect ratio I still do have one question:
> Should the landscape and sky look like the one you posted April 29th?
Of course no! Any resemblance between images I post and the code I
publish will be mere coincidence... :)
> If so, which version did you render it with back then?
I changed many things since then, so it will be imposible to render
the same image, and I've not backed up the previous versions. But it
must render landscapes very semblant to this one, as the main techniques
have not changed too much.
My approach is surely very different from the ones by Christoph,
Nathan and Zeger, and is not very well automated nor parametrized, but
it's a very interesting project, so I hope to improve it and make it
more usable (and even include a readme file too! :).
--
Jaime
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In article <40df4204@news.povray.org> , Jaime Vives Piqueres
<jai### [at] ignoranciaorg> wrote:
> Of course no! Any resemblance between images I post and the code I
> publish will be mere coincidence... :)
Ahhhhhh! :-)
> I changed many things since then, so it will be imposible to render
> the same image, and I've not backed up the previous versions. But it
> must render landscapes very semblant to this one, as the main techniques
> have not changed too much.
Well, that is a problem for the artistically challenged like me ;-) Still,
thank you very much for making it available!
> My approach is surely very different from the ones by Christoph,
> Nathan and Zeger, and is not very well automated nor parametrized, but
> it's a very interesting project, so I hope to improve it and make it
> more usable (and even include a readme file too! :).
Still, in the end, I care more about optimising the isosurface code (also I
might as well tweak parsing speed first), so I do not "care" that much about
the image itself. Effectively, once I find time for such experiments, after
rendering the same image twenty times or more, I cannot stand it any more
anyway. Thus, easily creating variations for the next twenty tests will
indeed be useful :-)
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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Thorsten Froehlich wrote:
> Well, that is a problem for the artistically challenged like me ;-)
For the next version I will create some demo scenes with different
kind of landscapes, it must help to get your own setup more quickly, by
comparision.
> thank you very much for making it available!
I only ask you to not publically say what you are surely going to
think of me when reading my code... :)
> Still, in the end, I care more about optimising the isosurface code (also I
> might as well tweak parsing speed first), so I do not "care" that much about
> the image itself.
All the optimising I know of is "keep the max_gradient low" and "use
simple functions"... :(
> Effectively, once I find time for such experiments, after
> rendering the same image twenty times or more, I cannot stand it any more
> anyway. Thus, easily creating variations for the next twenty tests will
> indeed be useful :-)
I'm just borrowing from Nathan code the idea of a general seed that
governs the rest of the seeds, so it will be easier to get random
landscapes on each try.
--
Jaime
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Jaime Vives Piqueres wrote:
>
> I only ask you to not publically say what you are surely going to
> think of me when reading my code... :)
ROTFL
I assume Thorstens experience is writing POV-SDL is not sufficient to
actually judge much about your code (although what he thinks might still
be not suited for public citation).
>
> All the optimising I know of is "keep the max_gradient low" and "use
> simple functions"... :(
>
What seems very inefficient to me is
scale .001 warp{turbulence Terrain_Turb} scale 1000
scale .01 warp{turbulence Terrain_Turb} scale 100
scale .1 warp{turbulence Terrain_Turb} scale 10
scale 10 warp{turbulence Terrain_Turb} scale .1
scale 100 warp{turbulence Terrain_Turb} scale .01
scale 1000 warp{turbulence Terrain_Turb} scale .001
since turbulence warps already introduce different scales of turbulence
(how many is influenced by 'octaves'). So by having 6 warps with a
scaling factor of 10 in between you overlay a lot of turbulences of
equal scale which is unnecessary.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 01 May. 2004 _____./\/^>_*_<^\/\.______
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Christoph Hormann wrote:
> What seems very inefficient to me is
>
> scale .001 warp{turbulence Terrain_Turb} scale 1000
> scale .01 warp{turbulence Terrain_Turb} scale 100
> scale .1 warp{turbulence Terrain_Turb} scale 10
> scale 10 warp{turbulence Terrain_Turb} scale .1
> scale 100 warp{turbulence Terrain_Turb} scale .01
> scale 1000 warp{turbulence Terrain_Turb} scale .001
>
> since turbulence warps already introduce different scales of turbulence
> (how many is influenced by 'octaves'). So by having 6 warps with a
> scaling factor of 10 in between you overlay a lot of turbulences of
> equal scale which is unnecessary.
Hmmm... you got me: I didn't really understand how turbulence works.
Do you mean that I only need 1 warp, but with higher octaves, so the
turbulence will affect the pattern at higher scales?
--
Jaime
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In article <40df35da@news.povray.org>,
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Finally! Sorry all for the delay...
>
> Note: it requires Lightsys: http://www.ignorancia.org/zips/lightsys4.zip
>
> --
> Jaime
> ---------------------------------------------------------------------
> [Image]
thanks sharing your code...
just downloaded, just installed, trying to render and :
>>
>>File: i_land.inc Line: 18
>>
>>// select pigments combination :
>>
>>#declare c-snow=ReflectiveSpectrum(RS_Fine_Snow) <---- ERROR
>>
>>Parse Error: Expected '( or [', ) found insted
>>
what i'm missing ?
louis
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Kurts wrote:
> >>#declare c-snow=ReflectiveSpectrum(RS_Fine_Snow) <---- ERROR
I suppose you didn't paste directly, because c-snow must be c_snow ...
> >>Parse Error: Expected '( or [', ) found insted
That's strange... I checked on a clean POV-Ray install that it works
"out of the box". IIRC, this error did happend to someone with the first
3.6 betas or with MegaPOV, and I think it disappeared enclosing the
spline identifier within a spline sentence, in this case:
#declare c_snow=ReflectiveSpectrum(spline{RS_Fine_Snow})
Are you using MegaPOV?
--
Jaime
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In article <cbovqn$5de$1@chho.imagico.de> , Christoph Hormann
<chr### [at] gmxde> wrote:
>> I only ask you to not publically say what you are surely going to
>> think of me when reading my code... :)
>
> ROTFL
>
> I assume Thorstens experience is writing POV-SDL is not sufficient to
> actually judge much about your code (although what he thinks might still
> be not suited for public citation).
:-) Actually, I have not even looked further than the main file...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
Post a reply to this message
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