|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Christian Froeschlin <chr### [at] chrfrde> wrote:
>
> Oh, I like this one, moody, not so colorful.
>
> And you don't even need to worry how your sun looks ;)
>
> Now put some water and terrain below that sky!
As everyone may guess, the sky is not my only subject of study. I am also
working on water (not as difficult as the sky), and terrains (not quite easy to
automate).
These are different and 'orthogonal' works. I think I ended up with something
operatable for skies. I already have something for terrains and the main
principles and features are OK (as embryos). Water is not really a problem
(still water I mean ..).
My idea is to gather all in a single system (with many parameters ...), allowing
of course to add user defined objects in scenes with provided placement macros.
The triplet sky-terrain-water would then be a framework for scenes, with tools
and predefined stuff and so.
As I got inspired by Terragen, I have named this projet TerraPOV.
Thanks to those who encouraged me for my skies. I keep you informed.
Friendly
Bruno
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Bruno Cabasson wrote:
> As I got inspired by Terragen, I have named this projet TerraPOV.
I hope you have more success than I with my "Project Tierra".... I have
it stalled, waiting for large amounts of free time to expend... :)
BTW, if the rest of the elements come with the same quality as the skies,
it can be a great system!
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht
news:4739b527$1@news.povray.org...
> Bruno Cabasson wrote:
>> As I got inspired by Terragen, I have named this projet TerraPOV.
>
> I hope you have more success than I with my "Project Tierra".... I have
> it stalled, waiting for large amounts of free time to expend... :)
>
Well... The Earth was not built in seven days... :-)
> BTW, if the rest of the elements come with the same quality as the
> skies, it can be a great system!
I agree.
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht
> news:4739b527$1@news.povray.org...
> > Bruno Cabasson wrote:
> >> As I got inspired by Terragen, I have named this projet TerraPOV.
> >
> > I hope you have more success than I with my "Project Tierra".... I have
> > it stalled, waiting for large amounts of free time to expend... :)
> >
> Well... The Earth was not built in seven days... :-)
I thought that it was done in 6 days :)
>
> > BTW, if the rest of the elements come with the same quality as the
> > skies, it can be a great system!
>
> I agree.
>
> Thomas
So do I, they are really very good skies.
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Stephen" <mcavoys_AT_aolDOT.com> wrote in message
news:web.4739c699a0e33012726bd13c0@news.povray.org...
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
>> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht
>> news:4739b527$1@news.povray.org...
>> > Bruno Cabasson wrote:
>> >> As I got inspired by Terragen, I have named this projet TerraPOV.
>> >
>> > I hope you have more success than I with my "Project Tierra".... I
>> > have
>> > it stalled, waiting for large amounts of free time to expend... :)
>> >
>> Well... The Earth was not built in seven days... :-)
>
> I thought that it was done in 6 days :)
>
Opinions differ ... :o)
Chris B.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Chris B" <nom### [at] nomailcom> wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote in message
> news:web.4739c699a0e33012726bd13c0@news.povray.org...
> > "Thomas de Groot" <t.d### [at] internlDOTnet> wrote:
> >> "Jaime Vives Piqueres" <jai### [at] ignoranciaorg> schreef in bericht
> >> news:4739b527$1@news.povray.org...
> >> > Bruno Cabasson wrote:
> >> >> As I got inspired by Terragen, I have named this projet TerraPOV.
> >> >
> >> > I hope you have more success than I with my "Project Tierra".... I
> >> > have
> >> > it stalled, waiting for large amounts of free time to expend... :)
> >> >
> >> Well... The Earth was not built in seven days... :-)
> >
> > I thought that it was done in 6 days :)
> >
>
> Opinions differ ... :o)
>
So they do. But since it was before my time I'll leave it to my elders to
correct me. :)
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> Bruno Cabasson wrote:
> > As I got inspired by Terragen, I have named this projet TerraPOV.
>
> I hope you have more success than I with my "Project Tierra".... I have
> it stalled, waiting for large amounts of free time to expend... :)
>
> BTW, if the rest of the elements come with the same quality as the skies,
> it can be a great system!
>
> --
> Jaime
Thank you Jaime!!
Coming from you it is a great encouragement for me!
I am not finished yet with skies. For example, I must integrate single-cloud
macros (with or without DF3 generation step), with optional flat bottoms. I
already have some results. I also would like to define a typology for clouds
and the corresponding settings in order to define "macro-settings". I also have
to deal with the Sun appearance and halo (not very successful until now).
For cumuli, the problem is different than clouscapes and quite tricky. I think
I'll have to do with single clouds. But I am afraid that the turbulence feature
is not completely appropritate for the 'roundness' of cumuli. I tried with the
current system, but it is not suitable for cumuli and I could never get
acceptable results (mainly because the density is based on standard patterns).
Perhaps a particle system will be necessary, but I absolutely do not master
that. Advice/ideas welcome.
For terrain, the embryo is close to be operational for the basic features.
'*' mean implemented
'+' means partielly implemented
'-' means not yet implemented.
The engine can (will) provide several views:
*) Elevation view (see attached file in next p.b.i post), inspired by
Terragen: Grayscale with iso-levels and decorations, including text.
*) Scene view
-) Sky dome generation view
-) Local view of the scene from above with all objects.
It can define the terrain either as
*) pigment-based function (user-defined), allowing overhangs (isosurface)
*) Height field out of pigment function
*) Height field out of image_map
*) Image_map generation from pigment function
It can (will) define the sky as
*) Media, like the skies I already posted. Allows cloudscape to cast shadows
-) Sky-dome image map (probably a sphere)
-) DF3 generation for single clouds.
It provides (or will) for
+) Placement macros and utilities
+) Predefined textures (thanks for contribs)
*) Water
-) Embeded SDL-code (TBC)
+) Adding user-defined objects, one main interest of TerraPOV.
One big piece will also be to incorporate vegetation. It can use POV-Tree, and
stuff from PlantStudio or so. I would like to provide for pattern-based
placement macros (I already have something for that).
I want all be declarative, so that a MMI can be easily plugged. For example, for
the last version of my sky system, and for the sky that is currently rendering:
// ======================== DECLARATIONS ===============================
#declare QUICK = no;
// Sun
#declare SUN_ELEVATIONS = array [5] {10, 20, 5, 0.5, -0.5};
#declare SUN_HEADING = 20;
#declare SUN_POWER = 4;
// Atmosphere
#declare Ta = 110*km;
#declare Ha = -1*m;
#declare BASE_SKY_COLOR = rgb <0.45, 0.65, 1>;
#declare k = 1.2;
#declare DENSITY_BASE_POWER = 4;
#declare DENSITY_POWER_FACTOR = 1;
#declare ATMO_INTERVALS = 3;
#declare ATMO_SAMPLES = 5;
#declare ATMO_QUICK_INTERVALS = 1;
#declare ATMO_QUICK_SAMPLES = 5;
// Layers
#declare USE_LAYER_1 = no;
#declare USE_LAYER_2 = yes;
#declare USE_LAYER_3 = yes;
// Layer 1: high low-density clouds
#declare L1_H = 8000*m;
#declare L1_T = 300*m;
#declare L1_SCATTERING = 2.5;
#declare L1_SCATTERING_COLOR = White;
#declare L1_ABSORPTION = 0.5;
#declare L1_ABSORPTION_COLOR = White;
#declare L1_INTERVALS = 3;
#declare L1_SAMPLES = 5;
#declare L1_QUICK_INTERVALS = 1;
#declare L1_QUICK_SAMPLES = 5;
#declare L1_DENSITY = density
{
wrinkles
scale <100,1,100>
scale L1_T
color_map {[0.63 rgb 0.0][1 rgb 0.2]}
}
// Layer 2: normal height quite opaque cloud cover
#declare L2_H = 1000*m;
#declare L2_T = 200*m;
#declare L2_SCATTERING = 1;
#declare L2_SCATTERING_COLOR = White;
#declare L2_ABSORPTION = 0.25;
#declare L2_ABSORPTION_COLOR = 0.5+0.3*(1-Pink);
#declare L2_INTERVALS = 3;
#declare L2_SAMPLES = 3;
#declare L2_QUICK_INTERVALS = 1;
#declare L2_QUICK_SAMPLES = 3;
#declare L2_DENSITY = density
{
wrinkles
scale <15, 1, 15>
warp {turbulence 0.3 octaves 10 lambda 2.05 omega 0.63}
scale L2_T
translate <300, 0, 5000>*m*z
//color_map {[0.35 rgb 0.][0.36 rgb 0.6][0.8 rgb 0.9]}
color_map {[0 rgb 1][0.6 rgb 0.7][0.75 rgb 0]}
}
// Layer 3: Ground-to-Layer2 haze for scattering beams
#declare L3_H = -1*m;
#declare L3_T = L2_H-L3_H - 1*m;
#declare L3_SCATTERING = 1;
#declare L3_SCATTERING_COLOR = White;
#declare L3_ABSORPTION = 0;
#declare L3_ABSORPTION_COLOR = White;
#declare L3_INTERVALS = 5;
#declare L3_SAMPLES = 10;
#declare L3_QUICK_INTERVALS = 1;
#declare L3_QUICK_SAMPLES = 5;
#declare L3_DENSITY = density
{
function {0.1}
}
// Camera
#declare VIEW_CAM = 0;
#declare FISHEYE_CAM = 1;
#declare CAM = VIEW_CAM;
// Radiosity
#declare USE_RAD = yes;
#declare BUILD_RAD_DATA = no;
#declare RAD_BRIGHT = 1 ;
#declare RAD_FILE_NAME = "sky_22.rad";
// ====================== END OF DECLARATIONS ==========================
Bruno
PS: By essence, skies require intensively the media feature. What about media
with 3.7?
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> PS: By essence, skies require intensively the media feature. What about media
> with 3.7?
What's your problem, too slow? Send me a zip with the scene and all
needed files (even the *standard* include files) and settings you want.
As long as you don't use radiosity, I can use tiled rendering on it to
spread it on a dozen machines.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Bruno Cabasson wrote:
> For cumuli, the problem is different than clouscapes and quite tricky. I think
> I'll have to do with single clouds. But I am afraid that the turbulence feature
> is not completely appropritate for the 'roundness' of cumuli. I tried with the
> current system, but it is not suitable for cumuli and I could never get
> acceptable results (mainly because the density is based on standard patterns).
> Perhaps a particle system will be necessary, but I absolutely do not master
> that. Advice/ideas welcome.
For my cumuli I used the object pattern, using as object a conglomerate
of spheres, distributed in a loop to resemble the shape of a cloud, then
used this with media and turbulence. But as you said, I never got realistic
results with turbulence... it should be my fault, because Gilles used it
very well on his DF3 clouds.
> It can define the terrain either as
> *) pigment-based function (user-defined), allowing overhangs (isosurface)
> *) Height field out of pigment function
> *) Height field out of image_map
> *) Image_map generation from pigment function
I would add "isosurface based on a external heightfield". I have some WIP
on this subject, and it is very handy, as you can control the general shape
of the terrain with a heightfield "guide" and then add overhangs with an
extra function. I even developed a method to add the overhangs only on the
vertical parts, although it is very trick (requires calculating a "slope
map" of the heightfield first).
> It can (will) define the sky as
> *) Media, like the skies I already posted. Allows cloudscape to cast shadows
> -) Sky-dome image map (probably a sphere)
> -) DF3 generation for single clouds.
For the skydome imagemap (which can be very useful indeed), take into
account the possible output as HDR. This means getting a good balance
between the intensity of the sky and the sun.
> *) Water
Plane, heightfield or isosurface? For close-ups to the shoreline, an hf
or isosurface is very convenient.
> One big piece will also be to incorporate vegetation. It can use
POV-Tree, and
> stuff from PlantStudio or so. I would like to provide for pattern-based
> placement macros (I already have something for that).
I think it's better to let the user supply their own plants/trees, you
only need to provide the placement macros.
> I want all be declarative, so that a MMI can be easily plugged. For example, for
> the last version of my sky system, and for the sky that is currently rendering:
Looks like the right direction to me...
> PS: By essence, skies require intensively the media feature. What about media
> with 3.7?
IIRC, it will get ride of the container artifacts you are going to meet
with individual clouds... ;)
--
Jaime
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> > PS: By essence, skies require intensively the media feature. What about media
> > with 3.7?
>
> What's your problem, too slow? Send me a zip with the scene and all
> needed files (even the *standard* include files) and settings you want.
> As long as you don't use radiosity, I can use tiled rendering on it to
> spread it on a dozen machines.
Thanks for the proposal! I'll think of it if needed!
Concerning 3.7, I made a few tests and the results were different in brightness
and color. Maybe I'll try again... I also noticed that it was faster on the
contrary.
Bruno
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|