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"Tek" <tek### [at] evilsuperbraincom> wrote:
> New version, some textures...
Amazing!
Ken W.
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Not yet, I'm still developing it. But I plan to release source code
eventually!
--
Tek
http://evilsuperbrain.com
"Kirk Andrews" <kir### [at] tektonartcom> wrote in message
news:web.47ec2d29dbae4241a5d4a01d0@news.povray.org...
> Amazing. I don't suppose you'd like to share the code for this??
>
>
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"Ger" <No.### [at] ThankYou> wrote in message news:47ec3641@news.povray.org...
>
> Sweet.
>
> This begs for a fly-thru :)
Actually I was thinking a drive-thru would be cool, I could rig a simple AI
to follow the roads. Anyway I want to develop the textures further before I
do something like that.
--
Tek
http://evilsuperbrain.com
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> The roads look a bit wierd at
> the moment (but still better than previous roads).
What do you mean? It looks exactly like the street plan of Boston,
Massachusetts. (I hear that London is even worse, if you want to take a drive
up.)
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From: Sven Littkowski
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 6 Apr 2008 21:46:54
Message: <47f97d0e@news.povray.org>
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Hmm... The house shapes are okay, but the windows are looking like holes in
the fassade. Better to enlarge the windows quite more, so that they nearly
bordering each other. That would give a glassy fassade similar to a
skyscraper.
Otherwise I like your great concept, Tek. Go ahead!
In fact, I might even use it for a town on the surface of a huge starship
("Space Carier")...
"Tek" <tek### [at] evilsuperbraincom> schrieb im Newsbeitrag
news:47e997a1@news.povray.org...
> Some time ago (way back in 2002) I had a play with using the crackle
> pigment in an isosurface to create a city, the results of which can be
> seen here:
>
http://evilsuperbrain.com/gallery/misc/inc.php?file=gallery.php&bgID=-1&filter=cracklecity
>
> I decided to revisit that concept because I just noticed how interesting
> crackle metric 1 form <-1,0,1> looks, and this is what I came up with!
>
> It makes a more interesting looking city IMO. The roads look a bit wierd
> at the moment (but still better than previous roads). Hopefully with a bit
> of work on texturing I can get something that's completely procedural but
> looks pretty realistic!
>
> Comments & suggestions appreciated!
>
> --
> Tek
> http://evilsuperbrain.com
>
>
>
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"Tek" <tek### [at] evilsuperbraincom> wrote:
> New version, some textures (note the garage doors wherever a road touches a
> building). This image was cropped from the original render: a whopping
> 1920x1200 for my desktop at work! Render time was somewhere around
> 1hour-ish.
>
> --
> Tek
....
A road system designed by cab drivers!...
"No, REALLY, this *IS* the short way."
Seriously, very nice work. I've been thinking about what would be involved in
dropping in vehicles and perhaps making them move about in an animation. Have
you put any thought into this? I haven't come up with anything particularly
clever yet as was wondering if perhaps you have already solved this.
Best Regards,
Mike C.
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Mike the Elder wrote:
> A road system designed by cab drivers!...
> "No, REALLY, this *IS* the short way."
Or Prague! :-)
Very nice. lovely complexity.
--
Darren New / San Diego, CA, USA (PST)
"That's pretty. Where's that?"
"It's the Age of Channelwood."
"We should go there on vacation some time."
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Tek wrote:
>
> Comments
Very nice
> & suggestions appreciated!
Skip the isos. Re-code the crackle pattern from ground up as a mesh.
After doing so:
Identify certain shapes for elimination or conversion to gardens,
garages, pools etc. Fill odd shapes in the roads with additional geometry.
-Shay
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On 29/03/08 02:28, Tek wrote:
> Not yet, I'm still developing it. But I plan to release source code
> eventually!
I know it's, like, years later, but did the source for this ever escape?
--
┌─── dg@cowlark.com ─────
http://www.cowlark.com ─────
│ "There is nothing in the world so dangerous --- and I mean *nothing*
│ --- as a children's story that happens to be true." --- Master Li Kao,
│ _The Bridge of Birds_
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