POV-Ray : Newsgroups : povray.binaries.images : Isosurface City revistied (WIP-maybe) Server Time
29 Apr 2024 01:25:26 EDT (-0400)
  Isosurface City revistied (WIP-maybe) (Message 1 to 10 of 19)  
Goto Latest 10 Messages Next 9 Messages >>>
From: Tek
Subject: Isosurface City revistied (WIP-maybe)
Date: 25 Mar 2008 19:24:01
Message: <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


Post a reply to this message


Attachments:
Download 'isocity.jpg' (193 KB)

Preview of image 'isocity.jpg'
isocity.jpg


 

From: Nicolas Alvarez
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 25 Mar 2008 20:57:01
Message: <47e9ad6d$1@news.povray.org>
Tek escribió:
> 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!

What the... That is an isosurface?!

Also, huge isosurface *and* radiosity? How long did that beast take to 
render? :)


Post a reply to this message

From: Tek
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 26 Mar 2008 03:19:34
Message: <47ea0716$1@news.povray.org>
"Nicolas Alvarez" <nic### [at] gmailisthebestcom> wrote in message 
news:47e9ad6d$1@news.povray.org...
>
> What the... That is an isosurface?!

Oh yes.

> Also, huge isosurface *and* radiosity? How long did that beast take to 
> render? :)

35 minutes on an averagely powerful PC!

What it actually is is a series of isosurfaces, each representing a "slice" 
of the pattern with different thresholds, hence the buildings are made out 
of segments that are thinner at the top. I could do it as a single 
isosurface using lots of min & max but it would be much slower.

-- 
Tek
http://evilsuperbrain.com


Post a reply to this message

From: Nekar Xenos
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 26 Mar 2008 03:22:48
Message: <47ea07d8$1@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message 
news:47ea0716$1@news.povray.org...
> "Nicolas Alvarez" <nic### [at] gmailisthebestcom> wrote in message 
> news:47e9ad6d$1@news.povray.org...
>>
>> What the... That is an isosurface?!
>
> Oh yes.
>
>> Also, huge isosurface *and* radiosity? How long did that beast take to 
>> render? :)
>
> 35 minutes on an averagely powerful PC!
>
> What it actually is is a series of isosurfaces, each representing a 
> "slice" of the pattern with different thresholds, hence the buildings are 
> made out of segments that are thinner at the top. I could do it as a 
> single isosurface using lots of min & max but it would be much slower.
>
That sounds so much easier than I first imagined

-- 
-Nekar Xenos-


Post a reply to this message

From: Thomas de Groot
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 26 Mar 2008 04:42:09
Message: <47ea1a71$1@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> schreef in bericht 
news:47ea0716$1@news.povray.org...
>
> What it actually is is a series of isosurfaces, each representing a 
> "slice" of the pattern with different thresholds, hence the buildings are 
> made out of segments that are thinner at the top. I could do it as a 
> single isosurface using lots of min & max but it would be much slower.
>
Hey! That's smart! Have to remember that. Without thinking I would have used 
the min and max method in a single isosurface.

Thomas


Post a reply to this message

From: Tek
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 26 Mar 2008 16:13:27
Message: <47eabc77$1@news.povray.org>
"Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message 
news:47ea1a71$1@news.povray.org...
>
> Hey! That's smart! Have to remember that. Without thinking I would have 
> used the min and max method in a single isosurface.

Yeah I did it like that to begin with, and it took ages, then I realised I 
could do it better ;)

-- 
Tek
http://evilsuperbrain.com


Post a reply to this message

From: Thomas de Groot
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 27 Mar 2008 02:42:52
Message: <47eb4ffc@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> schreef in bericht 
news:47eabc77$1@news.povray.org...
> "Thomas de Groot" <t.d### [at] internlDOTnet> wrote in message 
> news:47ea1a71$1@news.povray.org...
>>
>> Hey! That's smart! Have to remember that. Without thinking I would have 
>> used the min and max method in a single isosurface.
>
> Yeah I did it like that to begin with, and it took ages, then I realised I 
> could do it better ;)
>

So simple. So effective... and so obvious once one thinks seriously about 
it.

Thomas


Post a reply to this message

From: Tek
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 27 Mar 2008 15:15:03
Message: <47ec0047@news.povray.org>
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
http://evilsuperbrain.com


"Tek" <tek### [at] evilsuperbraincom> wrote in message 
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
>
>
>


Post a reply to this message


Attachments:
Download 'isocity-part.jpg' (532 KB)

Preview of image 'isocity-part.jpg'
isocity-part.jpg


 

From: Kirk Andrews
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 27 Mar 2008 18:30:00
Message: <web.47ec2d29dbae4241a5d4a01d0@news.povray.org>
Amazing.  I don't suppose you'd like to share the code for this??


Post a reply to this message

From: Ger
Subject: Re: Isosurface City revistied (WIP-maybe)
Date: 27 Mar 2008 19:05:21
Message: <47ec3641@news.povray.org>
Tek 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.
> 
Sweet.

This begs for a fly-thru :)
-- 
Ger


Post a reply to this message

Goto Latest 10 Messages Next 9 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.