POV-Ray : Newsgroups : povray.binaries.images : city building generator WIP : Re: city building generator WIP Server Time
20 Apr 2024 02:36:39 EDT (-0400)
  Re: city building generator WIP  
From: Thomas de Groot
Date: 23 Jul 2017 07:15:58
Message: <5974856e$1@news.povray.org>
On 23-7-2017 12:15, Kenneth wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>>
>> To exclude the window areas you would need a (for instance) black/white
>> image alongside each tile and use the eval_pigment() test to exclude the
>> window areas.
>>
> 
> That sounds intriguing. Although, I'm not quite sure how to go about it, in this
> case. Each building's face is actually a single squashed-and-stretched 'boxed'
> pattern (with the window image tiles 'inside the box', and repeated.) And the
> windows' reflection 'hold-out matte(s)' are just black-and-white masks-- but the
> same size as the small image tiles. Just thinking out loud: For the eval_pigment
> trick to work as I imagine, the final FULL boxed pattern would need to be
> evaluated pixel by pixel, then another (larger) black-and-white 'holdout matte'
> generated from that, to be used as the hold-out for the additional overall
> 'dirt' texture on the entire building face.(?) But I'm not sure how to actually
> *generate* such an image, pixel by pixel. The only time I've ever done something
> like that was to assign a tiny flat box to each evaluated pixel! Thousands of
> tiny boxes, in other words, in a grid. I've never created an actual *single*
> IMAGE that way.

Hmmmm... I may have been a bit fast in my answering. I need to think a 
bit about this. I am sure it can be done somehow.

> 
> The bigger *main* problem I'm currently running into is that 'patterned
> textures' cannot have additional overlayed textures applied to them. (I'm
> currently using texture{boxed{texture_map{...}}  and  texture{image_pattern...}
> to create the building faces-- both(?) of which are considered 'patterened'
> textures.) I haven't yet found a way to work around this limitation... and have
> had to write some rather inelegant code just to get the buildings into their
> current state!
> 
> 

yes, that is a huge hurdle. I have to browse through my files to see if 
something I did in the past might be relevant. I have that nagging 
feeling...

-- 
Thomas


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