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I'm working on an animation with a portal, and I need two landscapes, one
for either side. I myself am more of a scripter and animator than a modeler
and lanscape artist, so I thought it could be interesting to collaborate
with someone else who are capable of making nice landscapes, instead of
spending a lot of time trying myself, with bad results.
I want two landscapes with high contrast between them - I've been thinking a
desert landscape and an ice landscape could be nice. Some realism is nice,
but photorealism is certainly not required, as the animation will feature my
toon character Al the Alien... The camera will be in about eye height and at
the area near the camera the ground must be rather flat so there's room for
the portal equipment.
This will just be yet another animation, so there's no money nor any fame
involved, though of course proper credits will be given. :)
Anyone interested?
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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On Thu, 14 Mar 2002 14:49:00 +0100, "Rune" <run### [at] mobilixnetdk>
wrote:
Perhaps you can borrow some ideas from IRTC images/sources
> I want two landscapes with high contrast
http://www.irtc.org/stills/2000-12-31/view.html
http://www.irtc.org/stills/1999-08-31/view.html
http://www.irtc.org/stills/
> Anyone interested?
not me :-(
ABX
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Rune wrote:
>
> I'm working on an animation with a portal, and I need two landscapes, one
> for either side. I myself am more of a scripter and animator than a modeler
> and lanscape artist, so I thought it could be interesting to collaborate
> with someone else who are capable of making nice landscapes, instead of
> spending a lot of time trying myself, with bad results.
>
> I want two landscapes with high contrast between them - I've been thinking a
> desert landscape and an ice landscape could be nice. Some realism is nice,
> but photorealism is certainly not required, as the animation will feature my
> toon character Al the Alien... The camera will be in about eye height and at
> the area near the camera the ground must be rather flat so there's room for
> the portal equipment.
>
> This will just be yet another animation, so there's no money nor any fame
> involved, though of course proper credits will be given. :)
>
> Anyone interested?
My ability to create fast rendering landscapes is fairly limited ;-) so
i'm not sure if i could be of much help here. But maybe if you are
confident enough your new computer can handle animating a nice isosurface
terrain...
RMF mountains with slope snow texture are relatively fast so you might
consider something like:
http://www-public.tu-bs.de:8080/~y0013390/pov/pict/snowman.jpg
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Mar. 2002 _____./\/^>_*_<^\/\.______
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Well, I could crunch on some height-fields, but
IMHO you can make heightfields as well as you
do some other stuff.
If you've already taken a look at my IRTC-Entry,
you'll probably notice the heightfield. It's modelled
using pigments as functions with POV 3.5 Beta,
and in that manner, I think you could create useful
heightfields yourself. You seem to have some good
understanding on pigments and patterns, or at least
you give that impression on your homepage...
Just a hint on how you could do it, right now, I have
no time to help you on that. Too busy sorting my
Particle-System, and spending time on work to earn
me some money to spend...
Good luck though!
(And damn, I would have liked a collaboration with
THE Rune!)
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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"Rune" <run### [at] mobilixnetdk> wrote in message
news:3c90aa97@news.povray.org...
> a desert landscape
I could give you the source to the landscape and sky in my image posted to
p.b.i on 18-12-2001 titled 'Finished: 'The Calling' ' if that would be any
use?
Kev
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"Kevin Ellis" wrote:
> I could give you the source to the landscape and sky
> in my image posted to p.b.i on 18-12-2001 titled
> 'Finished: 'The Calling' ' if that would be any use?
I've settled for a more rocky look for the desert, but I'd be very
interested in the sky in that image of yours! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Tim Nikias" wrote:
> Well, I could crunch on some height-fields, but
> IMHO you can make heightfields as well as you
> do some other stuff.
I think that controlling the shape of height_fields is not the problem for
me, but I'm not very good at textures.
Anyway, thanks for your suggestions.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Christoph Hormann" wrote:
> But maybe if you are confident enough your new computer
> can handle animating a nice isosurface terrain...
Nah...
> RMF mountains with slope snow texture are relatively
> fast so you might consider something like:
>
> http://www-public.tu-bs.de:8080/~y0013390/pov/pict/snowman.jpg
Thanks, I'll try something like that using height_fields. :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Feb 16)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Rune" <run### [at] mobilixnetdk> wrote in message
news:3c928f52$1@news.povray.org...
> I've settled for a more rocky look for the desert, but I'd be very
> interested in the sky in that image of yours! :)
>
> Rune
Here you go, any question just ask.
// Start 'The Calling' Sky Code.
sky_sphere {
pigment {
rgb <0.8,0.82,0.86>*1.1
}
}
fog {
fog_type 2
distance 3400
fog_offset 0
fog_alt 200
color rgbf <0.8,0.8,0.75,0>*1
}
box {
<-30000,700,-60000>
<30000,900,60000>
material {
texture {
pigment {rgbt 1}
}
interior {
media {
scattering {5, <0.0001,0.0001,0.0001> extinction 1 eccentricity
0.005}
method 3
intervals 2
aa_level 4
jitter 0.1
density {
bozo
color_map{
[0.0 rgb 0]
[0.56 rgb 0]
[0.56 rgb 1]
[1.0 rgb <1,1,1> ]
}
scale <500,200,500>
octaves 6
lambda 2
omega 0.65
turbulence .75
scale <2.5,2,2.5>
translate <0,800,0>
}
density {
planar
color_map {
[0 rgb 0]
[0.1 rgb 0]
[0.1 rgb 0.9]
[1 rgb 0.9]
}
scale <20,20,20>*5
turbulence 0.15
translate <0,800,0>
}
}
}
}
hollow
scale 0.8
rotate <0,456,0>
translate <5000,300,4000>
}
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