POV-Ray : Newsgroups : povray.binaries.images : Random city Server Time
5 Nov 2024 16:39:29 EST (-0500)
  Random city (Message 1 to 6 of 6)  
From: frfo
Subject: Random city
Date: 30 Jun 2006 14:28:09
Message: <44a56d39@news.povray.org>
Hi,
This is my first post.
I kind of feel there is something missing, but I have no clear idea
what to add.
Maybe too regular ?

The sky needs more work.

Any suggestion ?


frfo


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From: MSAB
Subject: Re: Random city
Date: 30 Jun 2006 14:40:01
Message: <web.44a56ee4618ca893c574b870@news.povray.org>
frfo <ff0### [at] cegetelnet> wrote:
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo

frfo <ff0### [at] cegetelnet> wrote:
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo

Nice, but you're right, it's too regular. Maybe you can add some windows to
the buildings, and differente building types.
Also differente colors would be fine.

MfG
MSAB


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From: Sven Littkowski
Subject: Re: Random city
Date: 1 Jul 2006 07:22:36
Message: <44a65afc$1@news.povray.org>
The idea itself is great, and the arrangement as well.

Just keep the distances between the houses a big wider (for broader roads 
and walkways.

Add automatically trees to the walkways, like many boulevards have them. I 
would prefer pamls, as they look tropical and are easier (faster) to render 
than trees.

Also work with different outside textures for the buildings.

Add more palms, maybe trees, and humans automatically onto the roofs.

Use some more constructional variation for the outside of the buildings, 
like vertical elements.

Don't let me fool you: your concept is very interesting, and you could 
achieve a lot with it! Just add the additional ideas. Actually, I wonder if 
I should try something similar, ha ha! Please go on and let us see your next 
versions!

Sven


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From: Johan Feyaerts
Subject: Re: Random city
Date: 1 Jul 2006 08:22:45
Message: <44a66915@news.povray.org>
"frfo" <ff0### [at] cegetelnet> wrote in message news:44a56d39@news.povray.org...
>
>
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?

high buildings are too close together and too many of them I guess
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo
>


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From: Anton Sherwood
Subject: Re: Random city
Date: 4 Jul 2006 20:14:44
Message: <44ab0474$1@news.povray.org>
Here in San Francisco, even the tallest buildings rarely take up a whole 
city block.  One way to make this less regular would be: start with each 
block as one LOT, and then

    for each LOT
       if (size of LOT > minimum) and (random() < PDIV)
          randomly choose a point P within the LOT
          find the line L along which P is nearest to a boundary
          divide the LOT into two LOTs along L; recurse
       else
          build

Whatever your function is for building height, the shortest dimension of 
the LOT should be another factor.

-- 
Anton Sherwood, http://www.ogre.nu/
"How'd ya like to climb this high *without* no mountain?" --Porky Pine


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From: Jon Buller
Subject: Re: Random city
Date: 4 Jul 2006 23:30:00
Message: <web.44ab3171618ca892ff3aa640@news.povray.org>
frfo <ff0### [at] cegetelnet> wrote:
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo

While some details could be improved, the only thing missing for your first
post is a reflective sphere over the city to make the proper ray-tracing
cliche.  (Look for RSOCP all over this group...) 8^)

Jon

Sorry, with that city/grid and the first post reference, I couldn't resist.


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