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Source for my TC-RTC entry, including version 0.2 of my tree planting
macro. inthewild-output.txt contains the Povray output from my final
render, if you're curious about the statistics.
I included the meshes for the terrain and the machines, but not the
trees. The trees would have added about 15MB to the archive (!!!), and
it's easy enough to generate them yourself with Povtree, anyway.
Finally, inthewild.pov has an Easter egg in it: Set the variable "RSOCP"
to 1, and the file will render my Reflective Sphere on a Checkered Plain
scene. Special thanks to Archpawn for the pun. :-)
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
They laughed. Photons rained on their skin, most shooting right
through them. Here they were, transparent to the world.
-- Kim Stanley Robinson, _Blue Mars_
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Attachments:
Download 'inthewild.zip' (54 KB)
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The archive has a password.
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Nicolas Alvarez wrote:
> The archive has a password.
Damnit.
I used 7zip with the flag:
-pass=15
Which I thought would do compression with 15 passes.
Instead, it set a password of:
ass=15
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
Now we know everything there is to know about ML, except how to program!
-- Jeffrey D. Ullman, _Elements of ML Programming_
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> Which I thought^Wassumed would do compression with 15 passes.
Hmm... I don't know any lossless compression with such thing as 'passes'.
Shows how useful it is to rtfm, and how bad it is to assume :)
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> and it's easy enough to generate them yourself with Povtree, anyway.
Even for those who have never used POV-Tree before? :)
I would like to know exactly what parameters you used, so I can recreate
the same meshes as you.
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From the 7z manual:
"pass={NumPasses}
Sets number of passes for Deflate encoder. It can be in range from
1 to 15 for Deflate and from 1 to 10 for BZip2. Usually big number gives
a little bit better compression ratio and slower compression process."
As it turns out, the correct flag was -mpass=15, and it makes
compression take significantly longer without noticeably reducing the
file size (nearly double the time for a 0.1% size improvement).
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
If we were told to parse starting *after* the supplied String, then do
what we need to do to indicate pilot error.
-- Laird Nelson, blogging on Java programming
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> From the 7z manual:
>
> "pass={NumPasses}
> Sets number of passes for Deflate encoder. It can be in range from 1
> to 15 for Deflate and from 1 to 10 for BZip2. Usually big number gives a
> little bit better compression ratio and slower compression process."
>
> As it turns out, the correct flag was -mpass=15, and it makes
> compression take significantly longer without noticeably reducing the
> file size (nearly double the time for a 0.1% size improvement).
>
Sounds like increasing isosurface accuracy, antialiasing recursion
level, max_trace_level to numbers where you don't see the extra
reflections anyway, etc. :)
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>> and it's easy enough to generate them yourself with Povtree, anyway.
>
> Even for those who have never used POV-Tree before? :)
>
> I would like to know exactly what parameters you used, so I can recreate
> the same meshes as you.
Actually, didn't you keep the include files generated by POV-Tree, the
non-mesh ones? Those are 5KB, and I can make the mesh from it.
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Nicolas Alvarez wrote:
> Actually, didn't you keep the include files generated by POV-Tree, the
> non-mesh ones? Those are 5KB, and I can make the mesh from it.
No, I didn't. :-P If you give me a few days (sorry, I've run out of free
time right now) I can reconstruct what I did. It's just the Linden tree
with a few tweaks.
--
William Tracy
afi### [at] gmailcom -- wtr### [at] calpolyedu
You can never go back. Free Mars.
-- Kim Stanley Robinson, _Green Mars_
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> Nicolas Alvarez wrote:
>> Actually, didn't you keep the include files generated by POV-Tree, the
>> non-mesh ones? Those are 5KB, and I can make the mesh from it.
>
> No, I didn't. :-P
POV-Tree manual recommends you should *always* save to that other
format, and only export to mesh when you're done.
> If you give me a few days (sorry, I've run out of free time right
> now) I can reconstruct what I did.
Well... can you send me the huge meshes, at least? :) I want to try
rendering your scene!
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