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6 Nov 2024 02:21:01 EST (-0500)
  cobblestone (and again ...) (Message 1 to 8 of 8)  
From: David El Tom
Subject: cobblestone (and again ...)
Date: 8 Mar 2006 17:53:34
Message: <440f606e@news.povray.org>
ok, ...
I think I've got a look for the cobblestones I can live with.
Some of you suggested real displacement, and as it was already on my list I 
implemented it as a bulge across the road in addition to a bump layer (both can 
be scaled separately). Added also curb stones.

   consequently I still have to do:

   - drains
   - sidewalks
   - debris and weed ;-)
   - and .... THE REST OF THE TOWN

but this will have till tomorrow

... dave


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From: RusHHouR
Subject: Re: cobblestone (and again ...)
Date: 8 Mar 2006 23:40:00
Message: <web.440fb134721329647d3ae5e0@news.povray.org>
Yes, it is better, and I cant wait to see the outcome of the entire city
scene.
Will it be a view from ancient Rome? =)


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From: Mike Raiford
Subject: Re: cobblestone (and again ...)
Date: 9 Mar 2006 10:31:45
Message: <44104a61$1@news.povray.org>
David El Tom wrote:
> ok, ...
> I think I've got a look for the cobblestones I can live with.
> Some of you suggested real displacement, and as it was already on my 
> list I implemented it as a bulge across the road in addition to a bump 
> layer (both can be scaled separately). Added also curb stones.
> 
>   consequently I still have to do:
> 
>   - drains
>   - sidewalks
>   - debris and weed ;-)
>   - and .... THE REST OF THE TOWN
> 
> but this will have till tomorrow
> 
> ... dave
> 
> ------------------------------------------------------------------------
> 

I like the stones in the very near foreground. (The ones that have the 
spongy texture. How were they created?)

-- 
~Mike

Things! Billions of them!


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From: Orchid XP v2
Subject: Re: cobblestone (and again ...)
Date: 9 Mar 2006 13:23:44
Message: <441072b0$1@news.povray.org>
Getting better every time. :-)

I like the way the road isn't level. And the curb stones are great!


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From: David El Tom
Subject: Re: cobblestone (and again ...)
Date: 9 Mar 2006 16:54:07
Message: <4410a3ff@news.povray.org>
Mike Raiford wrote:
> 
> I like the stones in the very near foreground. (The ones that have the 
> spongy texture. How were they created?)
> 

thanks,...

If I've got it right you mean the curbstones. The Idea was that they shouldn't 
have this polished look like the cobble stones.
All stones are made via a template isosurface function which is then altered 
randomly by the placing macro.

for the cobblestone:

   #local COBBLESTONE_FUNC =
   function
   {
     // BASE SHAPE
     - f_superellipsoid(x,y,z,0.2,0.2) *5
     // PILLOWED LOOK
     - 1*cos(x*z)
   #if (!(PREVIEW))
     // STRUCTURE
     + 0.3*f_ridged_mf(3*(x+10*RAND1),3*(y+10*RAND2),3*(z+10*RAND3), 0.8, 4, 10, 
.01, 10, 3)
   #end
   }

and for the curbstones:

   #local CURBSTONE_FUNC =
   function(x,y,z)
   {
     // BASE SHAPE
     - f_superellipsoid(x,y/2,z/5,0.3,0.3)
   #if (!(PREVIEW))
     // STRUCTURE
     + .2* f_ridged_mf(x+20*RAND1,y+20*RAND2,z+20*RAND3,.2,10,12,0,6,3)
   #end
   }


The RAND1 ... RAND3 values are locals holding pseudo random numbers to make each 
stone individual. They have to be predefined as passing rand() in function 
invocation is not valid. I used the standard threshold of 0. Max Gradient was 
something between 5 and 8, so it renders quit fast: ~3000 isosurfaces; standard 
antialaising; 1000X500 -> ~35min on P4@3GHz/1GB.

These templates proofed to me to be quite flexible, as the superellipsoid as 
base shape can be from something spherical over cylindrical to completely box 
shaped. The ridged multi fractal on the other hand gives you a good control over 
the surface structure.
Sometimes it is a little bit of work to find a good parameter set.

So, try it out, as I think that these functions are a good starting point for 
doing any kind of stones,

.... dave


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From: Bill Pragnell
Subject: Re: cobblestone (and again ...)
Date: 10 Mar 2006 11:30:00
Message: <web.4411a9567213296731f01d10@news.povray.org>
David El Tom <dav### [at] t-onlinede> wrote:
> All stones are made via a template isosurface function which is then altered
> randomly by the placing macro.
The other thing you could do is to vary the colouring slightly from stone to
stone, maybe a 20-30% grey variation. Should be trivial to implement, and
should look very effective!

Very nice image though, I especially like the bulging displacement... :)

Bill


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From: David El Tom
Subject: Re: cobblestone (and again ...)
Date: 10 Mar 2006 17:02:21
Message: <4411f76d$1@news.povray.org>
Bill Pragnell wrote:
> David El Tom <dav### [at] t-onlinede> wrote:
>> All stones are made via a template isosurface function which is then altered
>> randomly by the placing macro.
> The other thing you could do is to vary the colouring slightly from stone to
> stone, maybe a 20-30% grey variation. Should be trivial to implement, and
> should look very effective!
> 
> Very nice image though, I especially like the bulging displacement... :)
> 
> Bill
> 

thanks ...

the color variation is already implemented. Viewed from this particular angle it 
is hard to see, 'cause the specular highlights are to dominant, but if you look 
at the former post you can see it better.

... dave


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From: Alain
Subject: Re: cobblestone (and again ...)
Date: 11 Mar 2006 10:53:16
Message: <4412f26c$1@news.povray.org>
RusHHouR nous apporta ses lumieres en ce 08/03/2006 23:38:
> Yes, it is better, and I cant wait to see the outcome of the entire city
> scene.
> Will it be a view from ancient Rome? =)
> 
> 
> 
> 
Romans tended to use larger flagstones instead of cobblestones. Those where mostly
circular and oval 
shaped, with smaller ones used to fill in the gaps. Cobblestones paving is much more
recent: middle 
ages to mid twentith century.

-- 
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may lead you to think people are laughing WITH
you.


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