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From: RusHHouR
Subject: Castle Gard (WIP)
Date: 13 Feb 2007 16:20:00
Message: <web.45d22ac797abfa8047d3ae5e0@news.povray.org>
A WIP to be finished for once perhaps? ;)

This is my scene that seemes to become something of a inner yard to a
castle. Sadly for the catapult people that cant get out of the gate
though... ;)

Umm, yes, this is what came after the "door in a wall" posted below.

Will add a few more walls in the back and do something with the tower...
etc, etc.. and try to make that straw roof not to look so repetitive...! :/

Ok, so do you feel the wings of history echoing? ;)

Enjoy!


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From: Woland
Subject: Re: Castle Gard (WIP)
Date: 16 Feb 2007 07:35:00
Message: <web.45d5a440559a5e8e817d81a80@news.povray.org>
Nice idea. But it should be a little more realistic. You can randomize
stones, for example random little translation from normal position, and
random little rotation around Y axis (just few degrees, for example -5
degree, +5 degree). I think that textures are ok but castle looks to much
"ideal" and thats why it is not so much realistic.
But it's nice picture.


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From: RusHHouR
Subject: Re: Castle Gard (WIP)
Date: 17 Feb 2007 12:30:03
Message: <web.45d73b17559a5e8e47d3ae5e0@news.povray.org>
"Woland" <ziz### [at] wppl> wrote:
> Nice idea. But it should be a little more realistic. You can randomize
> stones, for example random little translation from normal position, and
> random little rotation around Y axis (just few degrees, for example -5
> degree, +5 degree). I think that textures are ok but castle looks to much
> "ideal" and thats why it is not so much realistic.
> But it's nice picture.

Would adding the rand*rotation at the original declared single stone rotate
each stone randomly. Or would every single stone be "equally" randomly
rotated?

Thanks for the tip!


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From: RusHHouR
Subject: Re: Castle Gard (WIP)
Date: 17 Feb 2007 12:30:04
Message: <web.45d73b86559a5e8e47d3ae5e0@news.povray.org>
Gotta check if that can be done to the hay roof as well! :)


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From: "Jérôme M. Berger"
Subject: Re: Castle Gard (WIP)
Date: 17 Feb 2007 12:51:25
Message: <45d7409d$1@news.povray.org>
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RusHHouR wrote:
> "Woland" <ziz### [at] wppl> wrote:
>> Nice idea. But it should be a little more realistic. You can randomize
>> stones, for example random little translation from normal position, and
>> random little rotation around Y axis (just few degrees, for example -5
>> degree, +5 degree). I think that textures are ok but castle looks to much
>> "ideal" and thats why it is not so much realistic.
>> But it's nice picture.
> 
> Would adding the rand*rotation at the original declared single stone rotate
> each stone randomly. Or would every single stone be "equally" randomly
> rotated?
> 
	If the original is declared using "#declare", then it would rotate
all stones equally. If it is declared using a macro, then each would
be rotated individually...

		Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
|    mailto:jeb### [at] freefr      | ICQ:    238062172            |
|    http://jeberger.free.fr/     | Jabber: jeb### [at] jabberfr   |
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From: RusHHouR
Subject: Re: Castle Gard (WIP)
Date: 17 Feb 2007 14:50:01
Message: <web.45d75bde559a5e8e47d3ae5e0@news.povray.org>
> >
> > Would adding the rand*rotation at the original declared single stone rotate
> > each stone randomly. Or would every single stone be "equally" randomly
> > rotated?
> >
>  If the original is declared using "#declare", then it would rotate
> all stones equally. If it is declared using a macro, then each would
> be rotated individually...
>
>   Jerome


Ouch... that is confirmed. :/

It's a simple basic declaration of course.
Im so tired of not being best in the worlds at sdl...

And the word "macro" scares me.


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From: Florian Brucker
Subject: Re: Castle Gard (WIP)
Date: 18 Feb 2007 06:32:47
Message: <45d8395f@news.povray.org>
Hi RusHHouR!

RusHHouR wrote:
> And the word "macro" scares me.

No need for that! It's really not too hard. Try this:

---%<---

/* We need a random seed if we want to use rand() */
#declare Seed = seed(54890);

#declare Stone = /* Your stone object here */

#macro Rotated_Stone()
	/* Create a vector with random components (within 0 and 1) */
	#local Random_Vector = <rand(Seed),rand(Seed),rand(Seed)>;

	/*
	Until now, the random vector has components from 0..1,
	we need them to go from -1 to 1. We subtract 0.5 (then
	it goes from -0.5 to 0.5 and double it, and multiply it
	by the maximum amount of rotation we want, here 10
	degrees.
	*/
	#local Random_Degrees = (Random_Vector - 0.5)*2*10;

	object {
		Stone
		rotate Random_Degrees
	}
#end

/*
Now everywhere you've used object { Stone } before just use
object { Rotated_Stone() }
*/


--->%---

Should work, although I haven't tested it :)


HTH,
Florian


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From: Thomas de Groot
Subject: Re: Castle Gard (WIP)
Date: 18 Feb 2007 09:51:30
Message: <45d867f2$1@news.povray.org>
"Florian Brucker" <tor### [at] torfboldcom> schreef in bericht 
news:45d8395f@news.povray.org...
> Until now, the random vector has components from 0..1,
> we need them to go from -1 to 1. We subtract 0.5 (then
> it goes from -0.5 to 0.5 and double it, and multiply it
> by the maximum amount of rotation we want, here 10
> degrees.

Personally, I find it easier to use RRand(min,max,R) from the rand.inc

example:
#declare R=seed(1010);

object {.....
  rotate RRand(-1,1,R)*y
  ....
}


Thomas


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From: Florian Brucker
Subject: Re: Castle Gard (WIP)
Date: 18 Feb 2007 11:43:52
Message: <45d88248$1@news.povray.org>
Thomas de Groot wrote:
> Personally, I find it easier to use RRand(min,max,R) from the rand.inc

Hm, looks good, didn't know it :)

> example:
> #declare R=seed(1010);
> 
> object {.....
>   rotate RRand(-1,1,R)*y
>   ....
> }

The degrees are missing, but in this case one could just use

	rotate RRand(-10,10,R)*y



Regards,
Florian


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From: RusHHouR
Subject: Re: Castle Gard (WIP)
Date: 18 Feb 2007 18:50:01
Message: <web.45d8e52d559a5e8e47d3ae5e0@news.povray.org>
You guys are the best. Im trying it out right now. :)


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