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14 Nov 2024 00:17:52 EST (-0500)
  modern building - wip 1 (Message 1 to 6 of 6)  
From: nemesis
Subject: modern building - wip 1
Date: 31 May 2007 16:45:01
Message: <web.465f3326deed9c74773c9a3e0@news.povray.org>
Not inspired by any building in particular.  I intend to improve it,
eventually.  As it is, it began very simply.

source:


// sky
sphere { 0, 1
 texture {
 pigment { gradient -y color_map {[0 rgb z*.7][1 rgb <.8,.9,1>]} }
 finish { ambient 1 diffuse .01 }
 scale 2.1
 translate -y/2
 }
 texture {
 pigment { bozo turbulence .6 omega .6 lambda 3
     color_map {[0 rgbt 1][.56 rgbt 1][.6 rgb 1][1 rgb 1]} scale .5
 }
 finish { ambient 1 diffuse .002 }
 scale 2.1
 translate -y/2
 }
 no_shadow
 scale 1000
}

#local p_concrete = pigment {
    checker rgb .9 rgb .86 turbulence .1 omega .56 scale 10
}

// scene
union {
 light_source { 300*(1-2*z) <1,1,.8>*1.2 }
 plane { y, 0 pigment { rgb 1 } finish { ambient .2 diffuse .5 } }

 #local building_s = <36,90,18>;
 #local building =
 union {
     box { -1,1 scale building_s/2
         pigment { rgb .1*y }
         normal { average
             normal_map {
                 [1 quilted .07 control0 .06 control1 .06 scale 2]
                 [.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
             }
         }
         finish { diffuse .007 ambient .01 brilliance 1.4
             specular .9 roughness .01 metallic .2
             reflection { .02,3.96 metallic .2
                 fresnel on exponent 3 falloff 20
             }
             conserve_energy
         }
         hollow
         interior { ior 1.5 fade_power 2 fade_distance 3 }
     }
     box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
         pigment { p_concrete }
         translate y*5/2 -x*8
     }
     box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
         pigment { p_concrete }
         translate y*5/2 +x*8
     }
     finish { ambient .01 diffuse .5 }
     translate y*building_s/2
 }

 union {
     object { building rotate y*90 translate -x*(building_s.z/2+10) }
     object { building rotate y*90 translate x*(building_s.z/2+10) }
     //rotate y*70
 }

 //box { -1,1 scale 20 pigment { rgb .8 } translate -z*60-x*20 }

 rotate -y*30
}

#local cam1 =
camera {
 location -z*80*2+y*1.6
 look_at y*50
 angle 50
}

#local cam2 =
camera {
 location -z*60 + y*1.6
 look_at y*60
 angle 50
}

camera { cam2 }

global_settings {
    radiosity { brightness .7 count 80 error_bound .5 normal on }
}


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Attachments:
Download 'predio-wip1.jpg' (38 KB)

Preview of image 'predio-wip1.jpg'
predio-wip1.jpg


 

From: Paolo Gibellini
Subject: Re: modern building - wip 1
Date: 1 Jun 2007 08:28:18
Message: <466010e2$1@news.povray.org>
Nice effect!
;-)
Paolo
> "nemesis" <nam### [at] gmailcom> wrote
> Not inspired by any building in particular.  I intend to improve it,
> eventually.  As it is, it began very simply.
>
> source:
>
>
> // sky
> sphere { 0, 1
>  texture {
>  pigment { gradient -y color_map {[0 rgb z*.7][1 rgb <.8,.9,1>]} }
>  finish { ambient 1 diffuse .01 }
>  scale 2.1
>  translate -y/2
>  }
>  texture {
>  pigment { bozo turbulence .6 omega .6 lambda 3
>      color_map {[0 rgbt 1][.56 rgbt 1][.6 rgb 1][1 rgb 1]} scale .5
>  }
>  finish { ambient 1 diffuse .002 }
>  scale 2.1
>  translate -y/2
>  }
>  no_shadow
>  scale 1000
> }
>
> #local p_concrete = pigment {
>     checker rgb .9 rgb .86 turbulence .1 omega .56 scale 10
> }
>
> // scene
> union {
>  light_source { 300*(1-2*z) <1,1,.8>*1.2 }
>  plane { y, 0 pigment { rgb 1 } finish { ambient .2 diffuse .5 } }
>
>  #local building_s = <36,90,18>;
>  #local building =
>  union {
>      box { -1,1 scale building_s/2
>          pigment { rgb .1*y }
>          normal { average
>              normal_map {
>                  [1 quilted .07 control0 .06 control1 .06 scale 2]
>                  [.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
>              }
>          }
>          finish { diffuse .007 ambient .01 brilliance 1.4
>              specular .9 roughness .01 metallic .2
>              reflection { .02,3.96 metallic .2
>                  fresnel on exponent 3 falloff 20
>              }
>              conserve_energy
>          }
>          hollow
>          interior { ior 1.5 fade_power 2 fade_distance 3 }
>      }
>      box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
>          pigment { p_concrete }
>          translate y*5/2 -x*8
>      }
>      box { -1,1 scale <7,building_s.y+5,building_s.z+4>/2
>          pigment { p_concrete }
>          translate y*5/2 +x*8
>      }
>      finish { ambient .01 diffuse .5 }
>      translate y*building_s/2
>  }
>
>  union {
>      object { building rotate y*90 translate -x*(building_s.z/2+10) }
>      object { building rotate y*90 translate x*(building_s.z/2+10) }
>      //rotate y*70
>  }
>
>  //box { -1,1 scale 20 pigment { rgb .8 } translate -z*60-x*20 }
>
>  rotate -y*30
> }
>
> #local cam1 =
> camera {
>  location -z*80*2+y*1.6
>  look_at y*50
>  angle 50
> }
>
> #local cam2 =
> camera {
>  location -z*60 + y*1.6
>  look_at y*60
>  angle 50
> }
>
> camera { cam2 }
>
> global_settings {
>     radiosity { brightness .7 count 80 error_bound .5 normal on }
> }
>


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From: Martin J Hooper
Subject: Re: modern building - wip 1
Date: 1 Jun 2007 16:51:07
Message: <466086bb$1@news.povray.org>
nemesis wrote:
> Not inspired by any building in particular.  I intend to improve it,
> eventually.  As it is, it began very simply.

Nice one - I like it...


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From: Fred
Subject: Re: modern building - wip 1
Date: 1 Jun 2007 19:48:25
Message: <4660b049$1@news.povray.org>
The reflection of the clouds on the left building is awesome! I am less 
convinced by the right building, where each window seems to use a 
different material. Is that the case, or is it just the normal effect of 
clouds / landscape reflection?


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From: nemesis
Subject: Re: modern building - wip 1
Date: 1 Jun 2007 22:40:01
Message: <web.4660d807bbfc19b89fe13f7a0@news.povray.org>
Fred <pro### [at] ifrancecom> wrote:
> The reflection of the clouds on the left building is awesome!

hmm, to tell the truth I've been experimenting with a lot of different
reflection schemes, with fresnel.  Apparently, I misunderstood the exponent
usage from the manual:  it should be 1 or lower and even so, it's just
artistic license.

I thought in this one the reflection was a tad off but I liked the image
anyway.  This is why I'm going for a radically different direction in the
next WIP. :)

> I am less
> convinced by the right building, where each window seems to use a
> different material. Is that the case, or is it just the normal effect of
> clouds / landscape reflection?

The texture is just this:
         pigment { rgb .1*y }
          normal { average
              normal_map {
                  [1 quilted .07 control0 .06 control1 .06 scale 2]
                  [.5 cells scale 2 slope_map {[0 .1][.7 .1][.7 0][1 0]}]
              }
          }

and reflections of a cloudy sunny sky.

It's because of the cells pattern in the normal.  I intended to simulate
slightly, just slightly offset mirrored windows, but the effect came as to
much.  I should have used a lower (default there) bump_size or tweaked the
slope_map a lot more.

Anyway, next WIP coming soon with improved geometry and texturing. :)


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From: Kenneth
Subject: Re: modern building - wip 1
Date: 3 Jun 2007 04:00:02
Message: <web.46627459bbfc19b8fec187f50@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:
> Not inspired by any building in particular.  I intend to improve it,
> eventually.

I like where this is going. I've been working on some buildings of my own,
but I do like your glass effect better than my own, even in this  WIP.
Didn't think of using cells; thanks for the idea.

Ken W.


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