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Hi!
How would you create some moss on a not-too-far-away wall? Would you do it
with an imagemap? Or better with an object looking somehow like moss and
then texture it? Or would you take some small spheres or anything like this
and then use an macro to "attach" them to the wall?
How about ivy? I guess, this should be an object, but I don't know how to do
something like this.
Maybe I should replace the walls with some bushes? ;-)
Last night I rendered a small "preview" (512*384 pixel) of the whole
picture. If someone wants it, to be able to see where the moss or ivy would
be visible, please tell me.
Thanks,
frozen
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I posted the picture in povray.binaries.images with the subject "Another
first post".
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frozen wrote:
> Hi!
>
> How would you create some moss on a not-too-far-away wall? Would you do it
> with an imagemap? Or better with an object looking somehow like moss and
> then texture it? Or would you take some small spheres or anything like this
> and then use an macro to "attach" them to the wall?
>
> How about ivy? I guess, this should be an object, but I don't know how to do
> something like this.
>
> Maybe I should replace the walls with some bushes? ;-)
>
> Last night I rendered a small "preview" (512*384 pixel) of the whole
> picture. If someone wants it, to be able to see where the moss or ivy would
> be visible, please tell me.
>
> Thanks,
>
> frozen
>
>
I'm not sure if it is what you want but have you checked out the demos
in scenes\language? Notably the tracevines.pov might give you some ideas?
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frozen wrote:
> Hi!
>
> How would you create some moss on a not-too-far-away wall? Would you do it
> with an imagemap? Or better with an object looking somehow like moss and
> then texture it? Or would you take some small spheres or anything like this
> and then use an macro to "attach" them to the wall?
>
> How about ivy? I guess, this should be an object, but I don't know how to do
> something like this.
>
> Maybe I should replace the walls with some bushes? ;-)
>
> Last night I rendered a small "preview" (512*384 pixel) of the whole
> picture. If someone wants it, to be able to see where the moss or ivy would
> be visible, please tell me.
>
> Thanks,
>
> frozen
>
>
Moss is like grass scaled down and a bit more specular
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Maurice <cel### [at] nospamhotmailcom> wrote:
>I'm not sure if it is what you want but have you checked out the demos
>in sceneslanguage? Notably the tracevines.pov might give you some ideas?
> Moss is like grass scaled down and a bit more specular
Thanks a lot! I already had the trace function in my mind. But I didn't
think about using grass scaled down! I ain't sure right now, whether I
should add some moss, because I started a 800*600 rendering with radiosity
15:45 hours ago and it reached only 37%! Using some scaled down grass on
the wall would make it even slower..
But thanks for the tip! I will have a look at the trace examples after that
rendering and might add some moss and let it render a small portion of the
picture. If it looks like I want it, I might render a complete image with
moss..
Regards,
frozen
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Hi frozen ;)
I'd use a texture for the moss. If you're not doing some really close-up
shots, you can certainly achieve a pretty realistic moss with a
procedural texture (no need for an image map).
For the ivy - I've been playing around with some tree-generating
algorithms limited to a plane (your wall). Although my results are not
good enough (yet ;), I'd go and try that way.
HTH,
Florian
--
If a train station is a place where a train stops, what's a workstation?
[------------ http://www.torfbold.com - POV-Ray gallery ------------]
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Florian Brucker <tor### [at] torfboldcom> wrote:
> Hi frozen ;)
>
> I'd use a texture for the moss. If you're not doing some really close-up
> shots, you can certainly achieve a pretty realistic moss with a
> procedural texture (no need for an image map).
>
> For the ivy - I've been playing around with some tree-generating
> algorithms limited to a plane (your wall). Although my results are not
> good enough (yet ;), I'd go and try that way.
>
> HTH,
> Florian
Hi Florian!
Thank you! I think I will try this soon! Although I'm afraid, that my skills
aren't good enough for changing a tree algorithm right now..
Regards,
frozen
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> Thank you! I think I will try this soon! Although I'm afraid, that my skills
> aren't good enough for changing a tree algorithm right now..
I'd go the other way round: Don't try to change a tree algorithm, but
write one from scratch.
Here's a start-off:
<POV>
#declare SEED = seed(8390);
#declare MAX_LEVEL = 5;
#declare MAX_ANGLE = 35;
#macro Ivy(Level)
union {
cylinder { 0,y*2,0.1 }
#if (Level<MAX_LEVEL)
union {
object { Ivy(Level+1) rotate z*(-MAX_ANGLE+2*rand(SEED)*MAX_ANGLE) }
object { Ivy(Level+1) rotate z*(-MAX_ANGLE+2*rand(SEED)*MAX_ANGLE) }
translate y*2
}
#end
}
#end
union {
Ivy(0)
pigment { rgb <1,0,0> }
}
</POV>
Things you could add are:
- random branch length
- random branch depth level
- leaves
- random amount of child-branches
- etc.
HTH,
Florian
--
Optimum Requirement #4: You virtualized yourself and want to rent a
room on one of our servers (WEB.DE help-wanted ad: Linux Guru)
[------------ http://www.torfbold.com - POV-Ray gallery ------------]
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Florian Brucker <tor### [at] torfboldcom> wrote:
> I'd go the other way round: Don't try to change a tree algorithm, but
> write one from scratch.
> Things you could add are:
> - random branch length
> - random branch depth level
> - leaves
> - random amount of child-branches
> - etc.
Ouch... ;-) Thanks for the code! As soon as the actual rendering is done, I
will try it! I hope, I am able to add some useful code!
Regards,
frozen
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