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I've put some textures onto the city scape I posted a while ago (see thread "the
power of crackle"). It's from the camera angle used in DJ Wiza's render (well,
more or less) :). The roads are based on the same crackle texture that describes
the shape of the buildings, and the windows are just a cell pigment with some
window frames added.
I quite like the effect, though I'm going to try a different version with much
higher-tech looking buildings (something like the Manga/Anime Ghost In The
Shell). But what do you folks think of it?
...And while I'm here, I want to pick your brains: Can anyone come up with a
pigment that is perpendicular to crackle? i.e. it has it's junctions in the
centre of crackle's points, and it's points on crackle's junctions. Or am I just
talking crazy talk?
For anyone who can't guess I want it so I can get dashed lines on the road, more
evenly spaced windows, and all these kinds of things :)
--
Tek
http://www.evilsuperbrain.com
Post a reply to this message
Attachments:
Download 'crackscape3.jpg' (99 KB)
Preview of image 'crackscape3.jpg'
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> I've put some textures onto the city scape
very nice ....
> ...And while I'm here, I want to pick your brains: Can anyone come up with a
> pigment that is perpendicular to crackle? i.e. it has it's junctions in the
> centre of crackle's points, and it's points on crackle's junctions. Or am I > just
talking crazy talk?
Ahh ... you want some roofes on the top of the buildings ?
so you want the gradient of the pattern ?
just an idea, something like (please debug):
function crk_gr_x(x,y,z,a) {
(f_crackle(x,y,z)+f_crackle(x+a,y,z))/a
}
function crk_gr_y(x,y,z,a) {
(f_crackle(x,y,z)+f_crackle(x,y+a,z))/a
}
function crk_gr_z(x,y,z,a) {
(f_crackle(x,y,z)+f_crackle(x,y,z+a))/a
}
function crk_gr_l(x,y,z,a) {
sqrt(
crk_gr_x(x,y,z,a)^2+
crk_gr_y(x,y,z,a)^2+
crk_gr_z(x,y,z,a)^2)
}
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Hmm... but won't the gradient give large areas of single values? because of the
shape of crackle.
BTW, I don't think that's the gradient, I think you need - not + :)
I can already do sloped rooves on toop of buildings, all I need is to use the
value of the crackle for the roof (at the moment it uses a "solid" crackle
value, so they're all flat). What I want to do is be able to put texture details
that run perpendicular to the edges of the buildings and the direction of the
roads. e.g. like roof tiles :)
--
Tek
http://www.evilsuperbrain.com
Jan Walzer <jan### [at] lzernet> wrote in message news:3c94f052@news.povray.org...
>
> "Tek" <tek### [at] evilsuperbraincom> wrote:
> > I've put some textures onto the city scape
>
> very nice ....
>
> > ...And while I'm here, I want to pick your brains: Can anyone come up with a
> > pigment that is perpendicular to crackle? i.e. it has it's junctions in the
> > centre of crackle's points, and it's points on crackle's junctions. Or am I
> just talking crazy talk?
>
> Ahh ... you want some roofes on the top of the buildings ?
> so you want the gradient of the pattern ?
> just an idea, something like (please debug):
>
> function crk_gr_x(x,y,z,a) {
> (f_crackle(x,y,z)+f_crackle(x+a,y,z))/a
> }
> function crk_gr_y(x,y,z,a) {
> (f_crackle(x,y,z)+f_crackle(x,y+a,z))/a
> }
> function crk_gr_z(x,y,z,a) {
> (f_crackle(x,y,z)+f_crackle(x,y,z+a))/a
> }
>
> function crk_gr_l(x,y,z,a) {
> sqrt(
> crk_gr_x(x,y,z,a)^2+
> crk_gr_y(x,y,z,a)^2+
> crk_gr_z(x,y,z,a)^2)
> }
>
>
>
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"Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag news:3c94f19c@news.povray.org...
> Hmm... but won't the gradient give large areas of single values? because of the
> shape of crackle.
yeah ... right ...
was only a q&d solution ... or rather no solution ...
> BTW, I don't think that's the gradient, I think you need - not + :)
of course ... yes ...
I shouldn't reply at these times ...
Post a reply to this message
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Nice texturing! But I don't think it matches the sky. The buildings look
great for night buildings, but the sky suggests a sunset, which btw, I think
your sun looks really stretched out. That was one of the things I fixed in
my render.
The roads look great, but you don't see enough of them to really tell how
good they are. Not sure of the best way to fix that would be though.
-DJ
--
Remove the TRIMBRAKES to reply.
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3c94ec04@news.povray.org...
> I've put some textures onto the city scape I posted a while ago (see
thread "the
> power of crackle"). It's from the camera angle used in DJ Wiza's render
(well,
> more or less) :). The roads are based on the same crackle texture that
describes
> the shape of the buildings, and the windows are just a cell pigment with
some
> window frames added.
>
> I quite like the effect, though I'm going to try a different version with
much
> higher-tech looking buildings (something like the Manga/Anime Ghost In The
> Shell). But what do you folks think of it?
>
> ...And while I'm here, I want to pick your brains: Can anyone come up with
a
> pigment that is perpendicular to crackle? i.e. it has it's junctions in
the
> centre of crackle's points, and it's points on crackle's junctions. Or am
I just
> talking crazy talk?
>
> For anyone who can't guess I want it so I can get dashed lines on the
road, more
> evenly spaced windows, and all these kinds of things :)
>
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>
>
Post a reply to this message
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In article <3c94ec04@news.povray.org>, Tek wrote:
>...And while I'm here, I want to pick your brains: Can anyone come up with a
>pigment that is perpendicular to crackle? i.e. it has it's junctions in the
>centre of crackle's points, and it's points on crackle's junctions. Or am I just
>talking crazy talk?
I seem to remember reading in the Povray docs that crackle, the
mightiest of textures, is based on a Voronoi diagram method. If that's
so, I believe what you may (possibly) be looking for is a texture based
on the Delaunay triangulation. I don't know if there is such a texture
built into Pov, though. Perhaps you could render the crackle texture to
an image, and create some cleverness to extract the triangulation
from it, he said, in the confident voice of someone who's not going to
have to code it.
Tom
Post a reply to this message
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Tek wrote:
>
> I've put some textures onto the city scape I posted a while ago (see thread "the
> power of crackle"). It's from the camera angle used in DJ Wiza's render (well,
> more or less) :). The roads are based on the same crackle texture that describes
> the shape of the buildings, and the windows are just a cell pigment with some
> window frames added.
>
> I quite like the effect, though I'm going to try a different version with much
> higher-tech looking buildings (something like the Manga/Anime Ghost In The
> Shell). But what do you folks think of it?
>
Nice. Is it still an isosurface or did you use a different method this
time?
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Mar. 2002 _____./\/^>_*_<^\/\.______
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Christoph Hormann <chr### [at] gmxde> wrote in message
news:3C95C060.2AE9C959@gmx.de...
>
>
> Nice.
Thanks.
> Is it still an isosurface or did you use a different method this
> time?
>
Yup, still the same old isosurface. Everything in the image is procedurally
generated from pov's pigments :)
--
Tek
http://www.evilsuperbrain.com
Post a reply to this message
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Tom York <tom### [at] compsocmanacuk> wrote in message
news:3c95b5d9$1@news.povray.org...
> I seem to remember reading in the Povray docs that crackle, the
> mightiest of textures, is based on a Voronoi diagram method. If that's
> so, I believe what you may (possibly) be looking for is a texture based
> on the Delaunay triangulation. I don't know if there is such a texture
> built into Pov, though. Perhaps you could render the crackle texture to
> an image, and create some cleverness to extract the triangulation
> from it, he said, in the confident voice of someone who's not going to
> have to code it.
>
> Tom
Eeek! he said in the fearful voice of someone who might try to code it :)
I'm thinking it should be possible to do with pov's functions... Though I have
no idea what Voronoi or Delaunay things are :) I might have to look into it.
--
Tek
http://www.evilsuperbrain.com
Post a reply to this message
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DJ Wiza <Kil### [at] TRIMBRAKESyahoocom> wrote in message
news:3c959604@news.povray.org...
> Nice texturing! But I don't think it matches the sky. The buildings look
> great for night buildings, but the sky suggests a sunset, which btw, I think
> your sun looks really stretched out. That was one of the things I fixed in
> my render.
I agree, on all counts. Which is why I did the night scene that I'm about to
post... (just a minute)
> The roads look great, but you don't see enough of them to really tell how
> good they are. Not sure of the best way to fix that would be though.
I reckon a nice low camera angle looking up at the buildings!
--
Tek
http://www.evilsuperbrain.com
Post a reply to this message
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