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27 Apr 2024 06:44:49 EDT (-0400)
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From: Cousin Ricky
Subject: Metallic cityscape WIP
Date: 31 Dec 2023 22:14:14
Message: <65922e06@news.povray.org>
A city with shiny metal buildings.  The windows still need work.  I want
to give the roofs a different texture, but I'm wondering if I should
keep them reflective.


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From: jr
Subject: Re: Metallic cityscape WIP
Date: 1 Jan 2024 09:20:00
Message: <web.6592c94ca467e1d47f6d9cf76cde94f1@news.povray.org>
hi,

Cousin Ricky <ric### [at] yahoocom> wrote:
> A city with shiny metal buildings.  The windows still need work.  I want
> to give the roofs a different texture, but I'm wondering if I should
> keep them reflective.

:-)  I'm wondering what it would look like if instead of flat, roofs were the
tiniest bit curved (like "cut" from an immense sphere).


regards, jr.


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From: 19100
Subject: Re: Metallic cityscape WIP
Date: 1 Jan 2024 11:40:00
Message: <web.6592ea4ea467e1d4e04e14e2edfc8715@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:
> A city with shiny metal buildings.  The windows still need work.  I want
> to give the roofs a different texture, but I'm wondering if I should
> keep them reflective.

I like how abstract it is, the windows almost give the impression that there's
some kind of image corruption (especially around the middle). Good job so far!


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From: Bald Eagle
Subject: Re: Metallic cityscape WIP
Date: 1 Jan 2024 12:35:00
Message: <web.6592f77aa467e1d41f9dae3025979125@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:
> A city with shiny metal buildings.  The windows still need work.  I want
> to give the roofs a different texture, but I'm wondering if I should
> keep them reflective.

That's looking pretty cool  :)

Maybe use a glossy black for the rooftops - like a melted asphalt.
Or you could use a triangular wave normal to simulate an overlapping angle-iron,
or maybe an origami Schwarz lantern type metal sheet.

You could try hexagons, cells, quilted, some sort of similar grid / tiling,
perhaps one of the pavement patterns....

I have a "bump kernel" that I coded for the wood pattern, that would be easy
enough to make infinitely repeating.

Some upward and downward pointing "black holes" would be interesting as a
ventilation / drainage system.

There are also innumerable futuristic / tech patterns that might look cool on
the rooftops.  Those nested ring segments, PCB patterns, circle-and-line
"molecule silhouettes" (that's what they look like to me) ....

- BW

Also, why not go with a parabolically curved building...?  (just for fun)
https://gizmodo.com/a-brief-history-of-buildings-that-melt-things-1247657178


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From: Kenneth
Subject: Re: Metallic cityscape WIP
Date: 1 Jan 2024 14:40:00
Message: <web.6593146aa467e1d49b4924336e066e29@news.povray.org>
I think non-reflective roofs would be better; as-is, they look to me more like
rain water that has accumulated.

Bald Eagle's suggestion of tech patterns is an interesting one.

And making them non-reflective would probably save some rendering time :-)


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From: Cousin Ricky
Subject: Re: Metallic cityscape WIP
Date: 4 Jan 2024 17:55:30
Message: <65973762$1@news.povray.org>
On 2023-12-31 23:14 (-4), Cousin Ricky wrote:
> A city with shiny metal buildings.

This was a scene I rendered in 2004, but never posted, because I hadn't
yet done my RSOCP scene.


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From: Thomas de Groot
Subject: Re: Metallic cityscape WIP
Date: 5 Jan 2024 07:49:52
Message: <6597faf0@news.povray.org>
Op 4-1-2024 om 23:55 schreef Cousin Ricky:
> On 2023-12-31 23:14 (-4), Cousin Ricky wrote:
>> A city with shiny metal buildings.
> 
> This was a scene I rendered in 2004, but never posted, because I hadn't
> yet done my RSOCP scene.

RSOCP? Those have fallen a bit into disuse of late, I am afraid... ;-)

-- 
Thomas


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From: Bald Eagle
Subject: Re: Metallic cityscape WIP
Date: 5 Jan 2024 10:10:00
Message: <web.65981ac6a467e1d41f9dae3025979125@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> RSOCP? Those have fallen a bit into disuse of late, I am afraid... ;-)

They have, perhaps only because everyone here has been around for a while, and
uses their precious round tuits to chip away at the megalithic To Do list, and
it's exponentially expanding tangential side-projects.

It might be worth suggesting a renaissance of the time-honored tradition of
including POV-Ray / raytracing Easter eggs in scenes just to keep a few of those
things in current scenes, and challenge the authors' creativity with regard to
composition, placement, integration, and interpretation of Ye Olde RSOCP.

Heck, there's even the ole' Code Golf style challenge of how small of a scene
can you write to make it happen.

Or code pong, or a scene circle, where the scene starts with one author, and
gets handed off to the next author to add their contribution to the overall
scene.

WRT Ricky's current scene, he has an entirely reflective city, so maybe he could
invert the concept and have a checkered sphere, or something like a wireframe
globe, such as seems popular to have in front of tall, shiny office buildings.

I had been hunting down ... something or other ... and was reminded that
Blender, Maya, Grasshopper, and other modelers/renderers had some form of
default test object, and felt that POV-Ray ought to have something slightly more
modern and similar - for no other reason than if it popped up in an image
search, it might arouse the curiosity of CG enthusiasts who might not yet have
discovered our beloved raytracer.

It's not reflective, so .... here's a NRSOCP from late November:



- BW


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From: Alain Martel
Subject: Re: Metallic cityscape WIP
Date: 5 Jan 2024 10:40:35
Message: <659822f3$1@news.povray.org>
Le 2024-01-04 à 17:55, Cousin Ricky a écrit :
> On 2023-12-31 23:14 (-4), Cousin Ricky wrote:
>> A city with shiny metal buildings.
> 
> This was a scene I rendered in 2004, but never posted, because I hadn't
> yet done my RSOCP scene.

Just add a random reflecting sphere to that one and you'll have your own 
RSOCP.


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From: Thomas de Groot
Subject: Re: Metallic cityscape WIP
Date: 5 Jan 2024 11:18:46
Message: <65982be6$1@news.povray.org>
Op 5-1-2024 om 16:05 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> 
>> RSOCP? Those have fallen a bit into disuse of late, I am afraid... ;-)
> 
> They have, perhaps only because everyone here has been around for a while, and
> uses their precious round tuits to chip away at the megalithic To Do list, and
> it's exponentially expanding tangential side-projects.
> 
Oh yes indeed :-/
...and, not forgetting, the years slowly accumulating upon one's 
shoulders...

> It might be worth suggesting a renaissance of the time-honored tradition of
> including POV-Ray / raytracing Easter eggs in scenes just to keep a few of those
> things in current scenes, and challenge the authors' creativity with regard to
> composition, placement, integration, and interpretation of Ye Olde RSOCP.
> 
> Heck, there's even the ole' Code Golf style challenge of how small of a scene
> can you write to make it happen.
> 
> Or code pong, or a scene circle, where the scene starts with one author, and
> gets handed off to the next author to add their contribution to the overall
> scene.
> 
There were indeed.

> WRT Ricky's current scene, he has an entirely reflective city, so maybe he could
> invert the concept and have a checkered sphere, or something like a wireframe
> globe, such as seems popular to have in front of tall, shiny office buildings.
> 
> I had been hunting down ... something or other ... and was reminded that
> Blender, Maya, Grasshopper, and other modelers/renderers had some form of
> default test object, and felt that POV-Ray ought to have something slightly more
> modern and similar - for no other reason than if it popped up in an image
> search, it might arouse the curiosity of CG enthusiasts who might not yet have
> discovered our beloved raytracer.
> 
> It's not reflective, so .... here's a NRSOCP from late November:
> 

Aaah! This is a really nice one, Bill. I love it.

-- 
Thomas


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