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On 24-1-2012 2:04, ricky312 wrote:
> create landscapes that amaze!
>
> this version is sloppy if there is enough intrest in it i will attempt to clean
> it up! let me know if there is a problem. I will try to fix it.
Thank you! Very nice, and I shall try it out.
I thought that you would be interested in my own past efforts, so I
shall put them too in p.b.scene-files too. Look for Geomorph.
Thomas
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On 24-1-2012 2:04, ricky312 wrote:
> this version is sloppy if there is enough intrest in it i will attempt to clean
> it up! let me know if there is a problem. I will try to fix it.
It works nicely though.
One thing you can improve: If you want your camera to be *always* above
ground, change the following code lines to:
#declare cam_location = <-100, 900000, 0>;
#declare cam_pos = trace(land_and_ocean, cam_location, -y);
camera{
location cam_pos+(y*cam_height)
look_at cam_pos+(y*cam_height)+cam_look_at
angle 50
}
sphere{cam_pos+(y*cam_height), 0.1 pigment{rgb 0 transmit .1} }
Thomas
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Another comment I would like to make is to comment out all jitter,
aa_level and aa_threshold in the media. Other than the default values,
they seriously slow down the render, make the image granular, and do not
add much to the final result.
Thomas
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Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> Another comment I would like to make is to comment out all jitter,
> aa_level and aa_threshold in the media. Other than the default values,
> they seriously slow down the render, make the image granular, and do not
> add much to the final result.
>
> Thomas
I know that commenting out the quality settings will speed it up, its just that
the quality isn't that good. On the other hand thank you for the camera set up!!
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On 24-1-2012 17:38, ricky312 wrote:
> I know that commenting out the quality settings will speed it up, its just that
> the quality isn't that good. On the other hand thank you for the camera set up!!
It's not bad either. I never touch them in fact and only play with the
samples amount to increase or decrease the quality of the render.
However, I suppose this might be debatable in the end :-)
Thomas
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I posted an image in p.b.i.
Forgive me for having changed a couple of things in your code in
addition to those mentioned earlier ;-)
1- I made the code 3.7 ready by adding the #version, assumed_gamma, and
radiosity settings I am familiar with;
2- I changed rgb to srgb. Not essential but it deepens the colours of
the textures;
3- I changed somewhat the sun code:
#include "CIE.inc" // for SunColor. Comes with Lightsys IV
#declare SunColor = Blackbody(6500)*3;
#declare SunAlt = 60;
#declare SunAzm = -120;
#declare SunPosition = <0, 0, -1>*10e6;
#declare SunDis = vlength(SunPosition)*2/215;
#declare sun =
light_source {
SunPosition
color SunColor
rotate x*SunAlt
rotate y*SunAzm*clock
parallel
/*
area_light
SunDis*x, SunDis*z,
5, 5 // total number of lights in grid
adaptive 1 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
*/
looks_like {sphere {0, 1001 pigment {color SunColor} finish {emission
1}}}
}
object {sun}
4- I changed the landscape material. See also the slope documentation in
particular for Hi_slope and Lo_slope. I first made the material into a
macro:
#macro land_material(Min,Max)
material {
//rock
texture {
pigment {
bozo scale 450 turbulence 2
color_map {[0 srgb 0.3][0.5 srgb 0.5][1 srgb 0.8]}
}
finish {diffuse 0.6}
normal {granite 0.8 scale 0.01}
}
//moss
texture {
pigment {
slope {<0,-0.9, 0>, 0.0, 0.5 altitude <0, 0.1, 0>, Min.y, Max.y}
pigment_map {
[0.3 srgbt 1]
[0.3 bozo scale 54
pigment_map {
[0 bozo scale 0.2 turbulence 1 color_map {[0 srgb <0.5,
0.6, 0.25>*4 ][1 srgb <0.5, 0.8, 0.1>]}]
[0.5 bozo scale 0.05 turbulence 1 color_map {[0 srgb
<0.5, 0.55, 0.3>][1 srgbt 1]}]
}]
}
}
finish {diffuse 0.8}
normal {granite 0.1 scale 0.01}
}
//snow
texture {
pigment {
slope {<0, -0.5, 0>, 0.0, 0.5 altitude <0, 0.5, 0> Min.y, Max.y }
color_map {[0.5 srgbt 1][0.55 srgb 2]}
}
finish {diffuse 1 brilliance 0.1 specular 0.5 roughness 0.002}
normal {granite 0.5 scale 0.005}
}
}
#end
Then I commented out the material in the land object, and added after it:
#declare Min = min_extent(land);
#declare Max = max_extent(land);
#declare land =
object {land
land_material(Min,Max)
}
See the resulting image in p.b.i.
Thomas
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