POV-Ray : Newsgroups : povray.binaries.images : Wall macro test Server Time
13 Nov 2024 22:27:23 EST (-0500)
  Wall macro test (Message 1 to 10 of 19)  
Goto Latest 10 Messages Next 9 Messages >>>
From: Nekar Xenos
Subject: Wall macro test
Date: 22 Apr 2010 16:21:48
Message: <op.vbkyuedlufxv4h@xena>
Random isosurface bricks using f_rounded_box and f_agate.

-Nekar Xenos-


Post a reply to this message


Attachments:
Download 'bricks.png' (626 KB)

Preview of image 'bricks.png'
bricks.png


 

From: Darren New
Subject: Re: Wall macro test
Date: 22 Apr 2010 16:33:43
Message: <4bd0b2a7$1@news.povray.org>
Nekar Xenos wrote:
> Random isosurface bricks using f_rounded_box and f_agate.

Sweet!  I bet POV would be a great program for making textures for real-time 
graphics stuff.

-- 
Darren New, San Diego CA, USA (PST)
   Linux: Now bringing the quality and usability of
   open source desktop apps to your personal electronics.


Post a reply to this message

From: Kenneth
Subject: Re: Wall macro test
Date: 23 Apr 2010 06:05:01
Message: <web.4bd16fac5f2bb9c2ae92d9930@news.povray.org>
Really nice, including the texture(s). The little bit of random placement of
each brick is a nice touch, too. Good brick walls like this always inspire me,
for some strange reason.

Ken


Post a reply to this message

From: Nekar Xenos
Subject: Re: Wall macro test
Date: 23 Apr 2010 06:20:03
Message: <op.vbl1m1udufxv4h@go-dynamite>
On Fri, 23 Apr 2010 12:02:17 +0200, Kenneth <kdw### [at] earthlinknet>  
wrote:

>
> Really nice, including the texture(s). The little bit of random  
> placement of
> each brick is a nice touch, too. Good brick walls like this always  
> inspire me,
> for some strange reason.
>
> Ken
>
>
Thanks!

-Nekar Xenos-


Post a reply to this message

From: Nekar Xenos
Subject: Re: Wall macro test
Date: 23 Apr 2010 06:21:35
Message: <op.vbl1pkijufxv4h@go-dynamite>
On Thu, 22 Apr 2010 22:33:42 +0200, Darren New <dne### [at] sanrrcom> wrote:

> Nekar Xenos wrote:
>> Random isosurface bricks using f_rounded_box and f_agate.
>
> Sweet!  I bet POV would be a great program for making textures for  
> real-time graphics stuff.
>

Thanks :)

Do you mean textures for 3d games and 3ds Max?

-Nekar Xenos-


Post a reply to this message

From: Darren New
Subject: Re: Wall macro test
Date: 23 Apr 2010 12:08:48
Message: <4bd1c610$1@news.povray.org>
Nekar Xenos wrote:
> On Thu, 22 Apr 2010 22:33:42 +0200, Darren New <dne### [at] sanrrcom> wrote:
> 
>> Nekar Xenos wrote:
>>> Random isosurface bricks using f_rounded_box and f_agate.
>>
>> Sweet!  I bet POV would be a great program for making textures for 
>> real-time graphics stuff.
>>
> 
> Thanks :)
> 
> Do you mean textures for 3d games and 3ds Max?

That's what I meant, yes. A general macro for making a texture seamless 
would be cool, but I have no idea where one would start.

-- 
Darren New, San Diego CA, USA (PST)
   Linux: Now bringing the quality and usability of
   open source desktop apps to your personal electronics.


Post a reply to this message

From: Warp
Subject: Re: Wall macro test
Date: 24 Apr 2010 02:47:01
Message: <4bd293e5$1@news.povray.org>
On 04/22/2010 11:21 PM, Nekar Xenos wrote:
> Random isosurface bricks using f_rounded_box and f_agate.

  Isn't it extremely slow to render? How about making each brick a
similarly-generated heightfield instead? (I know that you can't achieve
the *exact* same level of detain with heightfields, but for bricks I
don't think it matters, unless you intend to look them from *really* close.)


Post a reply to this message

From: Nekar Xenos
Subject: Re: Wall macro test
Date: 26 Apr 2010 02:56:46
Message: <op.vbrb8qs7ufxv4h@go-dynamite>
On Sat, 24 Apr 2010 08:47:01 +0200, Warp <war### [at] tagpovrayorg> wrote:

> On 04/22/2010 11:21 PM, Nekar Xenos wrote:
>> Random isosurface bricks using f_rounded_box and f_agate.
>
>   Isn't it extremely slow to render? How about making each brick a
> similarly-generated heightfield instead? (I know that you can't achieve
> the *exact* same level of detain with heightfields, but for bricks I
> don't think it matters, unless you intend to look them from *really*  
> close.)

The last time I tried doing large walls with height-fields, it was very
slow and sometimes I couldn't render because of not enough memory. But
then it was on a smaller computer than I have now. Also the bricks didn't  
look as nice...

Currently I tried making simple bricks with triangles using the same  
method for placing the bricks with very interesting results:
The triangles rendered slower than the isosurface bricks - about 30%  
slower! This was using 3.7 beta 36. I haven't tested on version 3.62

-Nekar Xenos-


Post a reply to this message

From: Nekar Xenos
Subject: Re: Wall macro test
Date: 26 Apr 2010 02:58:45
Message: <op.vbrcb2k5ufxv4h@go-dynamite>
On Sat, 24 Apr 2010 08:47:01 +0200, Warp <war### [at] tagpovrayorg> wrote:

> On 04/22/2010 11:21 PM, Nekar Xenos wrote:
>> Random isosurface bricks using f_rounded_box and f_agate.
>
>   Isn't it extremely slow to render? How about making each brick a
> similarly-generated heightfield instead? (I know that you can't achieve
> the *exact* same level of detain with heightfields, but for bricks I
> don't think it matters, unless you intend to look them from *really*  
> close.)

Actually it's not slow. It's not fast either ;)

The last time I tried doing large walls with height-fields, it was very
slow and sometimes I couldn't render because of not enough memory. But
then it was on a smaller computer than I have now. Also the bricks didn't  
look as nice...

Currently I tried making simple bricks with triangles using the same  
method for placing the bricks with very interesting results:
The triangles rendered slower than the isosurface bricks - about 30%  
slower! This was using 3.7 beta 36. I haven't tested on version 3.62

-Nekar Xenos-


Post a reply to this message

From: Bill Pragnell
Subject: Re: Wall macro test
Date: 26 Apr 2010 04:40:00
Message: <web.4bd550d45f2bb9c26dd25f0b0@news.povray.org>
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> >   Isn't it extremely slow to render? How about making each brick a
> > similarly-generated heightfield instead? (I know that you can't achieve
> > the *exact* same level of detain with heightfields, but for bricks I
> > don't think it matters, unless you intend to look them from *really*
> > close.)
>
> The last time I tried doing large walls with height-fields, it was very
> slow and sometimes I couldn't render because of not enough memory. But
> then it was on a smaller computer than I have now. Also the bricks didn't
> look as nice...
>
> Currently I tried making simple bricks with triangles using the same
> method for placing the bricks with very interesting results:
> The triangles rendered slower than the isosurface bricks - about 30%
> slower! This was using 3.7 beta 36. I haven't tested on version 3.62

I wrote some mesh-weathering macros which can create bricks using the same
technique. Walls like this rendered with my macros render something like 10x
faster than using isosurfaces, although as you say there can be a large memory
hit if you want close-up detail. You only need to declar a small number of
different brick meshes in an array, however, then just pick, rotate and texture
them randomly when placing them.

This image contains less than 10 individual meshes for the stonework (not
including the statue):

http://news.povray.org/povray.binaries.images/thread/%3Cweb.49c00fd346c868fb219167190@news.povray.org%3E/?ttop=331089&t
off=300

Bill


Post a reply to this message

Goto Latest 10 Messages Next 9 Messages >>>

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