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From: Mahalis
Subject: Night crowd?
Date: 22 Oct 2001 18:50:06
Message: <3bd4a29e$1@news.povray.org>
I'm working on a new scene- tell y'all about it when it's a bit further
along- and I was wondering if there's a way to simulate a crowd without
costing too much extra rendering time. The scene is at night, and only the
front of the crowd is going to be seen in any level of detail. I'm planning
to make the "people" ambient 0 diffuse 0, black, so form isn't really a
concern- I just want to give the impression of a cheering crowd. Can 3.5 do
this without sending rendering speed down the loo?

--

//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--


Post a reply to this message

From: Slime
Subject: Re: Night crowd?
Date: 22 Oct 2001 19:14:01
Message: <3bd4a839$1@news.povray.org>
Hmm... put reflective planes, perpendicular to the ground, behind the crowd.
Then put a no_image reflective plane in *front* of the crowd. Camera rays
will bounce back and forth between the two planes until they hit a member of
the crowd.

Of course, that could cause problems, you'd need to set max_trace_level
really high, and you might need the planes to be only partially reflective
so that adc_bailout will save you fast enough. But if those don't matter
that much, give it a shot.

(Also, render times may still be just as slow. Only parsing times will speed
up, I suppose.)

- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
"Mahalis" <don### [at] fakeycom> wrote in message
news:3bd4a29e$1@news.povray.org...
> I'm working on a new scene- tell y'all about it when it's a bit further
> along- and I was wondering if there's a way to simulate a crowd without
> costing too much extra rendering time. The scene is at night, and only the
> front of the crowd is going to be seen in any level of detail. I'm
planning
> to make the "people" ambient 0 diffuse 0, black, so form isn't really a
> concern- I just want to give the impression of a cheering crowd. Can 3.5
do
> this without sending rendering speed down the loo?
>
> --
>
> //Mahalis
> camera{location<0,0.25,-2> look_at 0.5*y} #declare
T=texture{pigment{crackle
> scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> cylinder{0.5*y,0,0.1} texture{T}}
> --
>
>
>
>


Post a reply to this message

From: Mahalis
Subject: Re: Night crowd?
Date: 22 Oct 2001 19:42:20
Message: <3bd4aedc$1@news.povray.org>
I don't care that much about parse times, so I'm thinking of just making a
few simplistic people in various poses and then copying those with a #while
loop. Thanks though...

--

//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--


"Slime" <noo### [at] hotmailcom> wrote in message
news:3bd4a839$1@news.povray.org...
> Hmm... put reflective planes, perpendicular to the ground, behind the
crowd.
> Then put a no_image reflective plane in *front* of the crowd. Camera rays
> will bounce back and forth between the two planes until they hit a member
of
> the crowd.
>
> Of course, that could cause problems, you'd need to set max_trace_level
> really high, and you might need the planes to be only partially reflective
> so that adc_bailout will save you fast enough. But if those don't matter
> that much, give it a shot.
>
> (Also, render times may still be just as slow. Only parsing times will
speed
> up, I suppose.)
>
> - Slime
> [ http://www.slimeland.com/ ]
> [ http://www.slimeland.com/images/ ]
> "Mahalis" <don### [at] fakeycom> wrote in message
> news:3bd4a29e$1@news.povray.org...
> > I'm working on a new scene- tell y'all about it when it's a bit further
> > along- and I was wondering if there's a way to simulate a crowd without
> > costing too much extra rendering time. The scene is at night, and only
the
> > front of the crowd is going to be seen in any level of detail. I'm
> planning
> > to make the "people" ambient 0 diffuse 0, black, so form isn't really a
> > concern- I just want to give the impression of a cheering crowd. Can 3.5
> do
> > this without sending rendering speed down the loo?
> >
> > --
> >
> > //Mahalis
> > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> T=texture{pigment{crackle
> > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > c=difference{torus{0.5,0.1
rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > cylinder{0.5*y,0,0.1} texture{T}}
> > --
> >
> >
> >
> >
>
>


Post a reply to this message

From: Ross Litscher
Subject: Re: Night crowd?
Date: 23 Oct 2001 00:25:37
Message: <3bd4f141$1@news.povray.org>
If they are going to be entirely black, why not make an image to use as a
height field of people? kind of like cardboard cutouts.

ross.


"Mahalis" <don### [at] fakeycom> wrote in message
news:3bd4aedc$1@news.povray.org...
> I don't care that much about parse times, so I'm thinking of just making a
> few simplistic people in various poses and then copying those with a
#while
> loop. Thanks though...
>
> --
>
> //Mahalis
> camera{location<0,0.25,-2> look_at 0.5*y} #declare
T=texture{pigment{crackle
> scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> cylinder{0.5*y,0,0.1} texture{T}}
> --
>
>
> "Slime" <noo### [at] hotmailcom> wrote in message
> news:3bd4a839$1@news.povray.org...
> > Hmm... put reflective planes, perpendicular to the ground, behind the
> crowd.
> > Then put a no_image reflective plane in *front* of the crowd. Camera
rays
> > will bounce back and forth between the two planes until they hit a
member
> of
> > the crowd.
> >
> > Of course, that could cause problems, you'd need to set max_trace_level
> > really high, and you might need the planes to be only partially
reflective
> > so that adc_bailout will save you fast enough. But if those don't matter
> > that much, give it a shot.
> >
> > (Also, render times may still be just as slow. Only parsing times will
> speed
> > up, I suppose.)
> >
> > - Slime
> > [ http://www.slimeland.com/ ]
> > [ http://www.slimeland.com/images/ ]
> > "Mahalis" <don### [at] fakeycom> wrote in message
> > news:3bd4a29e$1@news.povray.org...
> > > I'm working on a new scene- tell y'all about it when it's a bit
further
> > > along- and I was wondering if there's a way to simulate a crowd
without
> > > costing too much extra rendering time. The scene is at night, and only
> the
> > > front of the crowd is going to be seen in any level of detail. I'm
> > planning
> > > to make the "people" ambient 0 diffuse 0, black, so form isn't really
a
> > > concern- I just want to give the impression of a cheering crowd. Can
3.5
> > do
> > > this without sending rendering speed down the loo?
> > >
> > > --
> > >
> > > //Mahalis
> > > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> > T=texture{pigment{crackle
> > > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb
1][0.1
> > > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > > c=difference{torus{0.5,0.1
> rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > > cylinder{0.5*y,0,0.1} texture{T}}
> > > --
> > >
> > >
> > >
> > >
> >
> >
>
>


Post a reply to this message

From: Mahalis
Subject: Re: Night crowd?
Date: 23 Oct 2001 07:10:47
Message: <3bd55037@news.povray.org>
That's a possibility, but I tried the "cone people" approach last night and
got pretty much the effect I wanted...
Another question: Would Nathan Kopp's NKFlare work for making camera
flashes?

--

//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--


"Ross Litscher" <lit### [at] osuedu> wrote in message
news:3bd4f141$1@news.povray.org...
> If they are going to be entirely black, why not make an image to use as a
> height field of people? kind of like cardboard cutouts.
>
> ross.
>
>
> "Mahalis" <don### [at] fakeycom> wrote in message
> news:3bd4aedc$1@news.povray.org...
> > I don't care that much about parse times, so I'm thinking of just making
a
> > few simplistic people in various poses and then copying those with a
> #while
> > loop. Thanks though...
> >
> > --
> >
> > //Mahalis
> > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> T=texture{pigment{crackle
> > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
> > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > c=difference{torus{0.5,0.1
rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > cylinder{0.5*y,0,0.1} texture{T}}
> > --
> >
> >
> > "Slime" <noo### [at] hotmailcom> wrote in message
> > news:3bd4a839$1@news.povray.org...
> > > Hmm... put reflective planes, perpendicular to the ground, behind the
> > crowd.
> > > Then put a no_image reflective plane in *front* of the crowd. Camera
> rays
> > > will bounce back and forth between the two planes until they hit a
> member
> > of
> > > the crowd.
> > >
> > > Of course, that could cause problems, you'd need to set
max_trace_level
> > > really high, and you might need the planes to be only partially
> reflective
> > > so that adc_bailout will save you fast enough. But if those don't
matter
> > > that much, give it a shot.
> > >
> > > (Also, render times may still be just as slow. Only parsing times will
> > speed
> > > up, I suppose.)
> > >
> > > - Slime
> > > [ http://www.slimeland.com/ ]
> > > [ http://www.slimeland.com/images/ ]
> > > "Mahalis" <don### [at] fakeycom> wrote in message
> > > news:3bd4a29e$1@news.povray.org...
> > > > I'm working on a new scene- tell y'all about it when it's a bit
> further
> > > > along- and I was wondering if there's a way to simulate a crowd
> without
> > > > costing too much extra rendering time. The scene is at night, and
only
> > the
> > > > front of the crowd is going to be seen in any level of detail. I'm
> > > planning
> > > > to make the "people" ambient 0 diffuse 0, black, so form isn't
really
> a
> > > > concern- I just want to give the impression of a cheering crowd. Can
> 3.5
> > > do
> > > > this without sending rendering speed down the loo?
> > > >
> > > > --
> > > >
> > > > //Mahalis
> > > > camera{location<0,0.25,-2> look_at 0.5*y} #declare
> > > T=texture{pigment{crackle
> > > > scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb
> 1][0.1
> > > > rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
> > > > c=difference{torus{0.5,0.1
> > rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
> > > > merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
> > > > cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
> > > > cylinder{0.5*y,0,0.1} texture{T}}
> > > > --
> > > >
> > > >
> > > >
> > > >
> > >
> > >
> >
> >
>
>


Post a reply to this message

From: John VanSickle
Subject: Re: Night crowd?
Date: 23 Oct 2001 15:57:29
Message: <3BD5CD60.2F7197A4@hotmail.com>
Mahalis wrote:
> 
> I'm working on a new scene- tell y'all about it when it's a bit
> further along- and I was wondering if there's a way to simulate a
> crowd without costing too much extra rendering time. The scene is at
> night, and only the front of the crowd is going to be seen in any
> level of detail. I'm planning to make the "people" ambient 0 diffuse
> 0, black, so form isn't really a concern- I just want to give the
> impression of a cheering crowd. Can 3.5 do this without sending
> rendering speed down the loo?

3.1 can easily.  Get a bunch of gifs or PNGs of people.  Load them into a paint
program.  Paint
their background with color #0 from the
palette.  Ensure that everything else is another color.

Now apply each of these images to a polygon, using them as material
maps.

polygon { 5, 0,x,x+y,y,0
  material_map { png "dude01.png"
  texture { pigment { rgbt 1 } }
  texture { pigment { rgb 0 } }
}  

This will make color zero a fully transmitting texture and all the
other colors a dead black.

If your starting picture already features a crowd, this will be
easier; then you need fewer polygons.

Hope this helps,
John
-- 
ICQ: 46085459


Post a reply to this message

From: Ross Litscher
Subject: Re: Night crowd?
Date: 23 Oct 2001 16:28:45
Message: <3bd5d2fd@news.povray.org>
Hey, that sounds better than my heightfield idea. kinda similar though. i
imagine faster too.


> 3.1 can easily.  Get a bunch of gifs or PNGs of people.  Load them into a
paint program.  Paint
> their background with color #0 from the
> palette.  Ensure that everything else is another color.
>
> Now apply each of these images to a polygon, using them as material
> maps.
>
> polygon { 5, 0,x,x+y,y,0
>   material_map { png "dude01.png"
>   texture { pigment { rgbt 1 } }
>   texture { pigment { rgb 0 } }
> }
>
> This will make color zero a fully transmitting texture and all the
> other colors a dead black.
>
> If your starting picture already features a crowd, this will be
> easier; then you need fewer polygons.
>
> Hope this helps,
> John
> --
> ICQ: 46085459


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