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From: architype
Subject: Tinkering with textures
Date: 25 Jul 2016 00:40:01
Message: <web.579597a8dfc396c6e095a6d0@news.povray.org>
I have always been more interested in the modelling aspects, I am particularly
fascinated by CSGs and meshes.
But I thought it would be fun to add some textures for a change. ;)

I am in the middle of moving to a new computer, so I dont have a radiosity
render yet.

Best wishes!


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From: Thomas de Groot
Subject: Re: Tinkering with textures
Date: 25 Jul 2016 03:07:04
Message: <5795ba98$1@news.povray.org>
On 25-7-2016 6:38, architype wrote:
> I have always been more interested in the modelling aspects, I am particularly
> fascinated by CSGs and meshes.
> But I thought it would be fun to add some textures for a change. ;)
>
> I am in the middle of moving to a new computer, so I dont have a radiosity
> render yet.
>
> Best wishes!
>

Yes, nice isn't it? The only thing is the repetition of the image_map on 
the top stones which is too obvious. Either edit the image in order to 
hide too visible details, or use an image_map with more stones.

-- 
Thomas


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From: Stephen
Subject: Re: Tinkering with textures
Date: 25 Jul 2016 04:24:10
Message: <5795ccaa$1@news.povray.org>
On 7/25/2016 5:38 AM, architype wrote:
> I have always been more interested in the modelling aspects, I am particularly
> fascinated by CSGs and meshes.
> But I thought it would be fun to add some textures for a change. ;)
>
> I am in the middle of moving to a new computer, so I dont have a radiosity
> render yet.
>
> Best wishes!
>

There is some really nice detail, there.
I like the split carpet. How did you get it around the pillars? ;-)
The scaffolding is good, I like the textures. It has some serious safety 
issues though. You should model some scaffolding clamps to hold the 
thing together. :-P
One last thing. It is a good idea to have a background that is not 
uniform. A sky with simple clouds on a skysphere, is a good starting 
point. It adds quite a bit to the look. :-)

I am just nitpicking because it is good.
Do you use a modeller or hand code?


-- 

Regards
     Stephen


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From: clipka
Subject: Re: Tinkering with textures
Date: 25 Jul 2016 04:44:19
Message: <5795d163$1@news.povray.org>
Am 25.07.2016 um 06:38 schrieb architype:
> I have always been more interested in the modelling aspects, I am particularly
> fascinated by CSGs and meshes.

I love this type of work-in-progress images ;)


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From: clipka
Subject: Re: Tinkering with textures
Date: 25 Jul 2016 04:48:20
Message: <5795d254$1@news.povray.org>
Am 25.07.2016 um 10:24 schrieb Stephen:

> I like the split carpet. How did you get it around the pillars? ;-)

Fitting the carpet around pillars seems like a pretty easy task,
especially since it actually appears to be a mosaic ;)


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From: Stephen
Subject: Re: Tinkering with textures
Date: 25 Jul 2016 05:17:37
Message: <5795d931$1@news.povray.org>
On 7/25/2016 9:48 AM, clipka wrote:
> Am 25.07.2016 um 10:24 schrieb Stephen:
>
>> I like the split carpet. How did you get it around the pillars? ;-)
>
> Fitting the carpet around pillars seems like a pretty easy task,
> especially since it actually appears to be a mosaic ;)
>
It does look like a mosaic in a full size view. But why the obvious joins?
Interesting. :)

-- 

Regards
     Stephen


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From: architype
Subject: Re: Tinkering with textures
Date: 25 Jul 2016 07:15:00
Message: <web.5795f37868edbca0602b026c0@news.povray.org>
Thank you all for the replies. :)

"Yes, nice isn't it? The only thing is the repetition of the image_map on
the top stones which is too obvious. Either edit the image in order to
hide too visible details, or use an image_map with more stones."

Good point :)


"There is some really nice detail, there.
I like the split carpet. How did you get it around the pillars? ;-)
The scaffolding is good, I like the textures. It has some serious safety
issues though. You should model some scaffolding clamps to hold the
thing together. :-P
One last thing. It is a good idea to have a background that is not
uniform. A sky with simple clouds on a skysphere, is a good starting
point. It adds quite a bit to the look. :-)

I am just nitpicking because it is good.
Do you use a modeller or hand code?"

I appreciate the feedback ;)


Do I use a modeller?
Yes and no; no technically I don't use a modeller, but in practice I use Pov-Ray
as a modeller. I use the standard top-down approach, I break an arcade into
arch,
column and wall. I break the column into foot, shaft and capital etc.
Everything is a reusable parametric macro stored in an include file.

I use an old template generator written in delphi that takes the filename and
the
macro name as parameters.
The structure of the template is something like this:

------------------------------------------------------------------------------------------

debug = 1 or 0 (zero means that the file is used in a project and that the
camera
                should not be loaded)

if debug = 1 include the standard camera and light file

macro ColumnObj (params) = union

*variables and stuff*

object {  FootObj }
object {  ShaftObj }
object {  CapitalObj }

}

if debug then create an instance of the object

/*

here goes the include file stuff with search path and the like

and a list of params

and the default settings of the macro

*/

------------------------------------------------------------------------------------------

The foot, shaft and capital is broken down into smaller pieces in the same way.
And the column file is called/instanced in the arcade macro.

So because Pov-ray is so fast and I mainly use meshes and CSG I can draw the
column in a few seconds, so that I see what I am doing.

I use a custom insert menu that have stuff like:

#local W = 1;
#local H = 2;
#local T = 3;
box{<-W/2, 0, -T/2>, <W/2,H,T/2>  translate blah blah rotate so and so }

so I almost only use basic shapes and simple transforms. Sure, certain things
are hard to do with this technique, but in 90% of the cases it works just fine.

If I have an extremely tricky ornament or something I can create that particular
bit in some other program like sketchup and export to pov-ray. But generally I
just alter the architectural design into something I can model with my pov-ray
technique... :p


"It does look like a mosaic in a full size view. But why the obvious joins?
Interesting. :)"

Well, this was a quick demo, I was looking for work and needed to show that
I could use textures as well. I intend to finish it, but I dont have time
right now. ;)










Stephen <mca### [at] aolcom> wrote:
> On 7/25/2016 9:48 AM, clipka wrote:
> > Am 25.07.2016 um 10:24 schrieb Stephen:
> >
> >> I like the split carpet. How did you get it around the pillars? ;-)
> >
> > Fitting the carpet around pillars seems like a pretty easy task,
> > especially since it actually appears to be a mosaic ;)
> >
> It does look like a mosaic in a full size view. But why the obvious joins?
> Interesting. :)
>
> --
>
> Regards
>      Stephen


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From: Stephen
Subject: Re: Tinkering with textures
Date: 26 Jul 2016 07:06:40
Message: <57974440$1@news.povray.org>
On 7/25/2016 12:09 PM, architype wrote:
>
> Thank you all for the replies. :)
>

> I am just nitpicking because it is good.
> Do you use a modeller or hand code?"
>
> I appreciate the feedback ;)
>
>
> Do I use a modeller?
> Yes and no; no technically I don't use a modeller, but in practice I use Pov-Ray
> as a modeller. I use the standard top-down approach, I break an arcade into
> arch,
> column and wall. I break the column into foot, shaft and capital etc.
> Everything is a reusable parametric macro stored in an include file.
>


I would call that hand coding. I use a modeller with OpenGL viewports. A 
proper plan, two elevations and a 3D view. But I am in the minority here.


[Snip]


>
>
> "It does look like a mosaic in a full size view. But why the obvious joins?
> Interesting. :)"
>
> Well, this was a quick demo, I was looking for work and needed to show that
> I could use textures as well. I intend to finish it, but I dont have time
> right now. ;)
>
>

Fair enough.
Keep us updated when you have the time.

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Tinkering with textures
Date: 26 Jul 2016 07:11:03
Message: <57974547$1@news.povray.org>
On 26-7-2016 13:06, Stephen wrote:
> On 7/25/2016 12:09 PM, architype wrote:
>> Do I use a modeller?
>> Yes and no; no technically I don't use a modeller, but in practice I
>> use Pov-Ray
>> as a modeller. I use the standard top-down approach, I break an arcade
>> into
>> arch,
>> column and wall. I break the column into foot, shaft and capital etc.
>> Everything is a reusable parametric macro stored in an include file.
>>
>
>
> I would call that hand coding. I use a modeller with OpenGL viewports. A
> proper plan, two elevations and a 3D view. But I am in the minority here.
>

I'll keep you company ;-)

-- 
Thomas


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From: architype
Subject: Re: Tinkering with textures
Date: 27 Jul 2016 08:00:02
Message: <web.5798a20768edbca0e2e698420@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 7/25/2016 12:09 PM, architype wrote:
> >
> > Thank you all for the replies. :)
> >
>
> > I am just nitpicking because it is good.
> > Do you use a modeller or hand code?"
> >
> > I appreciate the feedback ;)
> >
> >
> > Do I use a modeller?
> > Yes and no; no technically I don't use a modeller, but in practice I use Pov-Ray
> > as a modeller. I use the standard top-down approach, I break an arcade into
> > arch,
> > column and wall. I break the column into foot, shaft and capital etc.
> > Everything is a reusable parametric macro stored in an include file.
> >
>
>
> I would call that hand coding. I use a modeller with OpenGL viewports. A
> proper plan, two elevations and a 3D view. But I am in the minority here.
>
>
> [Snip]
>
>
> >
> >
> > "It does look like a mosaic in a full size view. But why the obvious joins?
> > Interesting. :)"
> >
> > Well, this was a quick demo, I was looking for work and needed to show that
> > I could use textures as well. I intend to finish it, but I dont have time
> > right now. ;)
> >
> >
>
> Fair enough.
> Keep us updated when you have the time.
>
> --
>
> Regards
>      Stephen



>I would call that hand coding. I use a modeller with OpenGL viewports. A
>proper plan, two elevations and a 3D view. But I am in the minority here.

Sounds interesting, is it freeware?
The main drawback with my method is that arranging objects is very time
consuming and boring. (Ie placing furniture in a room for example.)
Also, it works best with classical architecture with lots of symmetries
and axes.


I looked at the code again and it was more extensive than I thought.
Of course, I didnt write it all but reused classical mouldings and
capitals that I have in my library.
But the project was still 20 files [not counting library components]
I rendered a higher res image to see the details. Also, I discovered
15+ bugs :p

The model is based on Charlemagne's Palatine chapel in Aachen, that
is my usual approach. Since I am not much of an artist/designer I
often start with a good design and alter it slightly so that it is
more easy to create in Pov-Ray.

I want to create an exploded drawing, these images was my inspiration:
https://classconnection.s3.amazonaws.com/460/flashcards/2137460/jpg/artstor_103_418220034232801350707963274.jpg
http://3.bp.blogspot.com/-U0RWjPnCRFI/Vgbp3aVs5XI/AAAAAAAAA1M/pfeNpzblGFA/s1600/Palatine_Chapel.png

The line drawing is a better composition but I want to make a well
textured model. :) I it is a fun project, even though bug fixing is
going to be a bit tedious I think it will be worth it.
The image renders fairly quickly so I am hoping to make an animation.
If I do a good job with the textures the animation will look decent
even without a radiosity setting.

Best wishes! /A


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