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From: Thomas de Groot
Subject: Gancaloon - urbanism wip
Date: 31 Jul 2011 03:45:49
Message: <4e35082d@news.povray.org>
This is a first approach towards simulating urbanism in Gancaloon, 
following a pattern of streets. Flat roofs are considered the norm. ;-)

- blocks were drawn on a bitmap;
- scaled up and reworked a bit/added to;
- transformed to svg paths in Inkscape;
- exported as one prism to POV;
- scaled down and translated to correct position in POV;
- intersected with copy of height_field;
- textured with a cell pattern.

Comments:
 From far away, the illusion is almost perfect, but close up the defects 
show. First of all, the buildings on steeper slopes were the roofs 
should be horizontal are looking like anything except buildings. The 
blocks should also be a bit more smoothed I guess. The cell texture is 
too regular despite a bit of warp added. Building height differences are 
needed. Building- and texture orientation should be more random.

Thomas


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Attachments:
Download 'gancaloon1.png' (391 KB) Download 'gancaloon2.png' (376 KB)

Preview of image 'gancaloon1.png'
gancaloon1.png

Preview of image 'gancaloon2.png'
gancaloon2.png


 

From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 31 Jul 2011 10:42:34
Message: <4e3569da@news.povray.org>
With the intersecting height_field slightly perturbed by averaging with 
a cell pattern, the result is more interesting.

Thomas


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Preview of image 'gancaloon.png'
gancaloon.png


 

From: Stephen
Subject: Re: Gancaloon - urbanism wip
Date: 31 Jul 2011 11:04:25
Message: <4e356ef9$1@news.povray.org>
On 31/07/2011 3:42 PM, Thomas de Groot wrote:
> With the intersecting height_field slightly perturbed by averaging with
> a cell pattern, the result is more interesting.
>
That does look better. To my eyes the buildings on the right look right 
but the ones on the left look like rocks. As if the scale has changed.


-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 1 Aug 2011 08:07:07
Message: <4e3696eb@news.povray.org>
On 31-7-2011 17:04, Stephen wrote:
> That does look better. To my eyes the buildings on the right look right
> but the ones on the left look like rocks. As if the scale has changed.
>

Yes, I agree. The technique is not really perfect. Still, it gives some 
interesting results. In the present image I decreased still more the 
influence of the cell pattern, which reduces the rock-like effect I 
guess. Some artefacts are visible from the averaging and/or pixel level 
of the images. They may add to the illusion or not however. The problem 
is still with the *flat* roofs. I guess I have to avoid steep slopes :-) 
at least for the time being.

Thomas


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Attachments:
Download 'gancaloon.png' (403 KB)

Preview of image 'gancaloon.png'
gancaloon.png


 

From: Christian Froeschlin
Subject: Re: Gancaloon - urbanism wip
Date: 1 Aug 2011 18:29:55
Message: <4e3728e3$1@news.povray.org>
Thomas de Groot wrote:

> The problem is still with the *flat* roofs. I guess I have to avoid
> steep slopes :-) at least for the time being.


Instead of averaging with the cell pattern you could multiply the
cell function value with coarsely sampled evaluations of the original
height_field image. That would give "city blocks" of constant height
appropriate for local average terrain. It will introduce steps on
roofs that fall on a cell boundary but maybe it looks like an
intended structure ;)


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 2 Aug 2011 04:29:50
Message: <4e37b57e$1@news.povray.org>
On 2-8-2011 0:29, Christian Froeschlin wrote:
> Instead of averaging with the cell pattern you could multiply the
> cell function value with coarsely sampled evaluations of the original
> height_field image. That would give "city blocks" of constant height
> appropriate for local average terrain. It will introduce steps on
> roofs that fall on a cell boundary but maybe it looks like an
> intended structure ;)
>

Yes, of course! <bangs head with the mouse> I should have thought of 
that, especially as I used this technique profusely with my Geomorph 
macro which was completely function controlled.

Thomas


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From: Bill Pragnell
Subject: Re: Gancaloon - urbanism wip
Date: 2 Aug 2011 05:35:00
Message: <web.4e37c3ebb0e954806dd25f0b0@news.povray.org>
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:

No particular comments, other than to say this looks an interesting project!
Also, I quite like the surreal nature of your placeholder axes and grids
combined with what is shaping up to be a high-detail cityscape.

I shall be watching with interest. :)


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 2 Aug 2011 07:13:24
Message: <4e37dbd4$1@news.povray.org>
On 2-8-2011 11:31, Bill Pragnell wrote:
> Thomas de Groot<tenDOTlnDOTretniATtoorgedDOTt>  wrote:
>
> No particular comments, other than to say this looks an interesting project!
> Also, I quite like the surreal nature of your placeholder axes and grids
> combined with what is shaping up to be a high-detail cityscape.
>
> I shall be watching with interest. :)
>
>
Thanks Bill. Much appreciated.

In another context I could quite easily use those placeholders as 
integral (and surreal indeed) part of the scene :-) Here I find them 
very useful for the placement of object and to get a feel for the 
dimensions of the landscape. And of course they are easily switched on 
or off according to need.

Thomas


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From: Christian Froeschlin
Subject: Re: Gancaloon - urbanism wip
Date: 2 Aug 2011 08:22:28
Message: <4e37ec04$1@news.povray.org>
Bill Pragnell wrote:

> Also, I quite like the surreal nature of your placeholder axes and grids
> combined with what is shaping up to be a high-detail cityscape.

Sort of like a holo-suite malfunction ;)


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From: Thomas de Groot
Subject: Re: Gancaloon - urbanism wip
Date: 3 Aug 2011 08:03:40
Message: <4e39391c$1@news.povray.org>
On 2-8-2011 0:29, Christian Froeschlin wrote:
> Instead of averaging with the cell pattern you could multiply the
> cell function value with coarsely sampled evaluations of the original
> height_field image. That would give "city blocks" of constant height
> appropriate for local average terrain. It will introduce steps on
> roofs that fall on a cell boundary but maybe it looks like an
> intended structure ;)
>

Well, this is not as simple as it seems, or I am doing something wrong 
(probably).

I wrote a simple test code which I think explains things. Just insert it 
in a basic scene:

//Start code
#declare HF_pig =
pigment {
   image_map {
    png "plasma3.png"
   }
   rotate -90*x
}

#declare F_cells =
function {
   pigment {
     cells
     color_map {
       [0.1 rgb 0.4]
       [0.9 rgb 0.6]
     }
     //warp {turbulence <0.1, 0, 0.1>}
     scale 0.03
   }
}

#declare F_HF_00 =
function {
   pigment {
     image_map {
       png "plasma3.png" gamma 1.0
       map_type 0
       interpolate 2
     }
   }
}

#declare F_flatroof =
function {
     F_cells(x,y,z).hf
   * F_HF_00 (x,y,z).hf
}

#declare hf_cut =
intersection {
height_field {
   function 500, 500 {F_flatroof(x,y,z)}
   smooth
   translate <-0.5, 0, -0.5>
   scale <10, 1, 10>
}
   box {
     <-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
     scale <10, 1, 10> * <0.99, 20, 0.99>
   }
   translate 1.0*y
}

intersection {
   object {hf_cut}
   box {
     <-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
     scale <3, 10, 5>
     rotate 45*y
   }
   pigment {rgbt <1,1,0,0.1>}
}

//----------------------------------------------------------
intersection {
height_field {
   function 1000, 1000 {F_HF_00(x,y,z).hf}
   smooth
   pigment {HF_pig}
   translate <-0.5, 0.0, -0.5>
   scale <10, 1, 10>
}
   box {
     <-0.5, -0.5, -0.5>, <0.5, 0.5, 0.5>
     scale <10, 1, 10> * <0.99, 10, 0.99>
   }
}
//End code

Thomas


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