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18 Nov 2024 18:31:54 EST (-0500)
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From: Tek
Subject: Crackle city mark 3
Date: 18 Mar 2002 16:25:12
Message: <3c965b38@news.povray.org>
Well, I decided it would look better at night, so I did the first of these 2
pictures. Then I turned the lights off, put in a sunny sky, and rendered the
second image. There's also a few texture tweaks (though not as many as it looks
like, it's just the sky and lighting that makes it look so good!).

I'm currently rendering a big (640x480) of the daytime one, with photons. Will
post as a reply to this when it's finished.

Comments?

--
Tek
http://www.evilsuperbrain.com


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Attachments:
Download 'crackscape4.jpg' (34 KB) Download 'crackscape5.jpg' (22 KB)

Preview of image 'crackscape4.jpg'
crackscape4.jpg

Preview of image 'crackscape5.jpg'
crackscape5.jpg


 

From: Apache
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 16:49:32
Message: <3c9660ec$1@news.povray.org>
Looking forward to your next post!

--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoocom


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From:
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 16:52:19
Message: <3c966193@news.povray.org>
wow!
I like the lower one, with the lights off!
regards
SY


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From: Sam Benge(SamuelT)
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 16:52:26
Message: <3c96619a@news.povray.org>
Wow, that glass version is really cool! I wonder how it would look if only
some of those windows were lit from the inside....

~Sam


Tek <tek### [at] evilsuperbraincom> wrote in message
news:3c965b38@news.povray.org...
> Well, I decided it would look better at night, so I did the first of these
2
> pictures. Then I turned the lights off, put in a sunny sky, and rendered
the
> second image. There's also a few texture tweaks (though not as many as it
looks
> like, it's just the sky and lighting that makes it look so good!).
>
> I'm currently rendering a big (640x480) of the daytime one, with photons.
Will
> post as a reply to this when it's finished.
>
> Comments?
>
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>
>


Post a reply to this message

From: Sam Benge(SamuelT)
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 16:53:51
Message: <3c9661ef$1@news.povray.org>
I mean lit dimly...

Sam Benge(SamuelT) <stb### [at] hotmailcom> wrote in message
news:3c96619a@news.povray.org...
> Wow, that glass version is really cool! I wonder how it would look if only
> some of those windows were lit from the inside....
>
> ~Sam
>
>
> Tek <tek### [at] evilsuperbraincom> wrote in message
> news:3c965b38@news.povray.org...
> > Well, I decided it would look better at night, so I did the first of
these
> 2
> > pictures. Then I turned the lights off, put in a sunny sky, and rendered
> the
> > second image. There's also a few texture tweaks (though not as many as
it
> looks
> > like, it's just the sky and lighting that makes it look so good!).
> >
> > I'm currently rendering a big (640x480) of the daytime one, with
photons.
> Will
> > post as a reply to this when it's finished.
> >
> > Comments?
> >
> > --
> > Tek
> > http://www.evilsuperbrain.com
> >
> >
> >
> >
>
>


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From: Sir Charles W  Shults III
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 17:07:12
Message: <3c966510$1@news.povray.org>
This is a simple and fantastic way to make cityscape.  If you throw a
few oddball things in here and there, like a fountain or a park, nobody
would question it.  Beautiful work.
    Now, out of curiosity, how hard would it be to encode a "mezzanine"
macro in this, making the lowest level of each building a workable first
floor?  I'll bet simpler than it sounds.

Cheers!

Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip


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From: Mahalis
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 18:46:17
Message: <3c967c49$1@news.povray.org>
Wow! If the roads were a *tiny* bit better, you could easily take it for a
photo!

"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3c965b38@news.povray.org...
> Well, I decided it would look better at night, so I did the first of these
2
> pictures. Then I turned the lights off, put in a sunny sky, and rendered
the
> second image. There's also a few texture tweaks (though not as many as it
looks
> like, it's just the sky and lighting that makes it look so good!).
>
> I'm currently rendering a big (640x480) of the daytime one, with photons.
Will
> post as a reply to this when it's finished.
>
> Comments?
>
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>
>


Post a reply to this message

From: Fernando Gonzalez del Cueto
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 18:55:28
Message: <3c967e70@news.povray.org>
You've left me duly impressed.

Fernando.


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From: Tek
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 19:20:52
Message: <3c968464@news.povray.org>
Apache <apa### [at] yahoocom> wrote in message
news:3c9660ec$1@news.povray.org...
> Looking forward to your next post!

Hmm... Well it's hit the slow bit of the big image... It's taken over 2 hours to
draw the last 2 lines!! My poor little PIII 550 ain't up to it!

I think you may have to wait 'til tomorrow, when I can finish it off on my 2GHz
machine at work.

--
Tek
http://www.evilsuperbrain.com


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From: Tek
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 19:23:31
Message: <3c968503@news.povray.org>
Sir Charles W. Shults III <aic### [at] cflrrcom> wrote in message
news:3c966510$1@news.povray.org...
>     This is a simple and fantastic way to make cityscape.  If you throw a
> few oddball things in here and there, like a fountain or a park, nobody
> would question it.  Beautiful work.
>     Now, out of curiosity, how hard would it be to encode a "mezzanine"
> macro in this, making the lowest level of each building a workable first
> floor?  I'll bet simpler than it sounds.

Not too hard to do the texturing for that. All I need is to make the first story
of the texture be a special case... hmm, I might try that :)

I've also been thinking about writing some basic AI to position traffic on the
roads!

--
Tek
http://www.evilsuperbrain.com


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