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Thomas de Groot wrote:
> Well, this is not as simple as it seems, or I am doing something wrong
> (probably).
the subsampling of the height field needs to be done by rounding
the input coordinates
#declare cell_size = 0.03;
#declare F_flatroof = function {
F_HF_00(int(x/cell_size)*cell_size,
int(y/cell_size)*cell_size,
int(z/cell_size)*cell_size).hf
}
and the thing about multiplying with the cell pattern was
just me not thinking clearly ;) Although it might be useful
to add a smaller scale cell pattern with low weight so that
not all houses within a block have exactly the same height.
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On 3-8-2011 23:06, Christian Froeschlin wrote:
> the subsampling of the height field needs to be done by rounding
> the input coordinates
>
> #declare cell_size = 0.03;
>
> #declare F_flatroof = function {
> F_HF_00(int(x/cell_size)*cell_size,
> int(y/cell_size)*cell_size,
> int(z/cell_size)*cell_size).hf
> }
>
> and the thing about multiplying with the cell pattern was
> just me not thinking clearly ;) Although it might be useful
> to add a smaller scale cell pattern with low weight so that
> not all houses within a block have exactly the same height.
Happily, I am learning every day :-) This is a neat little trick,
Christian! Thank you very much indeed for sharing. I think this is going
to work superbly. Multiplying with a slightly smaller cell pattern gives
perfect results now.
I am going to implement this now on Gancaloon.
Thomas
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Using Christian's code, here is the next wip. Much better already!
Thomas
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Nice ;)
My impression is that there is not enough space between houses.
There should probably be a fine scale road system, either painted
by hand or zeroed using some sort of crackle pattern.
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On 5-8-2011 0:35, Christian Froeschlin wrote:
> Nice ;)
>
> My impression is that there is not enough space between houses.
> There should probably be a fine scale road system, either painted
> by hand or zeroed using some sort of crackle pattern.
True, although the particular society of Gancaloon is based on this
closely built environment ;-)
Still, I was already working on a bit more open urbanism, like this image.
Note that I *added* the cell function instead of *multiplying* it. The
results are better because in the latter case the geometry of the
cutting function is changed in the y direction.
Thomas
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For those interested, this is the workflow I have developed to achieve
this view:
/*------------------------------------------------------------------------------------
The urbanism is not detailed and only meant as illusion of a crowded
cityscape.
Follow this workflow (adapt details as needed):
1. In e.g. GIMP draw a city block bitmap layer following a street
pattern layer.
2. Export the bitmap and scale it up 10x.
3. Add additional features according to need.
4. Import the bitmap in Inkscape
5. Apply Filters/Blurs/Blur content
6. Apply Trace Bitmap with (e.g.):
Brightness Cutoff = 0.500
Suppress Speckles: size 2
Smooth Corners: threshold 0.40
Optimize Paths: tolerance 0.20
7. Apply Paths/Simplify if needed
8. Save as POV file (if you want to keep the svg file, save it as well)
9. Open in POV-Ray and change the object{} content as needed:
scale x an z by 1/10; scale up y; add textures; etc
10. translate to correct position, first by centering the object (use
dimensions given
in the file) then by trial and error until correct (use an
orthographic vertical view)
and apply the intersection with the cutoff function you have
created from a height_field
and additional functions
---------------------------------------------------------------------------------------*/
Thomas
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> Nice ;)
>
> My impression is that there is not enough space between houses.
> There should probably be a fine scale road system, either painted
> by hand or zeroed using some sort of crackle pattern.
Keep in mind that it's a medieval style walled city. In those citys,
space is *scarse*! Buildings are literaly cramed toghether leaving only
the bare minimum space for the narow and twisting streets. Buildings
overhanging over the streets are relatively to very common. Facing
buildings may actualy touch each others. This makes for prety dark
streets and aleys.
Over time, as old buildings are torn down and new ones built, the
streets tend to become narower. Some streets become dead ends, and
former dead ends may now allow thru trafic. In the worst case, some
streets or group of streets can become totaly cut off from all other
streets... In that case, you may have some "tunels" through some
buildings, or strange bridges passing over buildings.
If the terrain is steep, some "streets" can actualy be stairs.
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Looks like a interesting project. Curious how it works out (I like cities views
:-)
For an ancient city (don't know if it's meant to be), a few more alleys may be
nice. Btw, they can use the axes as a sewer system, they exit nicely in the
sea...
Joost
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From the other border of the River Yann, Gancaloon is going to look
something like this.
Water material based on code by Trevor Quayle; landscape patterned
texture based on code by Jaime Vives Piqueres.
My next problem now is this. I have an image_map for texturing the
roads, mostly transparant and which layers nicely over another texture,
except... if I use this patterned texture I cannot layer over it! I have
tried patterning the image_map but to no useful result. Any smart idea
you want to share? ;-)
Thanks!
Thomas
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On 08/19/2011 11:17 AM, Thomas de Groot wrote:
> From the other border of the River Yann, Gancaloon is going to look
> something like this.
>
> Water material based on code by Trevor Quayle; landscape patterned
> texture based on code by Jaime Vives Piqueres.
>
> My next problem now is this. I have an image_map for texturing the
> roads, mostly transparant and which layers nicely over another texture,
> except... if I use this patterned texture I cannot layer over it! I have
> tried patterning the image_map but to no useful result. Any smart idea
> you want to share? ;-)
>
> Thanks!
>
> Thomas
wow ... making progress! I LIKE where this is going. As far as smart
ideas ... well I'm bogged down working on a landscape of my own, but am
making some headway with Bill's height_field function.
Jim
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