POV-Ray : Newsgroups : povray.binaries.images : Catacombs [WIP] Area II Server Time
17 Nov 2024 08:17:06 EST (-0500)
  Catacombs [WIP] Area II (Message 1 to 7 of 7)  
From: Anthony D  Baye
Subject: Catacombs [WIP] Area II
Date: 6 Dec 2004 11:40:01
Message: <web.41b48a9550422f30d600e3af0@news.povray.org>
Just a quick proof of concept for my Catacombs project.  The entrance will
be hidden from the other side, making this a sort of Bolt hole.
It's intended to be a sewer (Or I might make it an aquaduct, I haven't
really decided.)

As always comments and suggestions are welcome. (which is to say encouraged)

ADB


Post a reply to this message


Attachments:
Download 'catacombs2.jpg' (95 KB)

Preview of image 'catacombs2.jpg'
catacombs2.jpg


 

From: gonzo
Subject: Re: Catacombs [WIP] Area II
Date: 6 Dec 2004 15:05:00
Message: <web.41b4ba7b3553aafca0c272b50@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> Just a quick proof of concept for my Catacombs project.  The entrance will
> be hidden from the other side, making this a sort of Bolt hole.
> It's intended to be a sewer (Or I might make it an aquaduct, I haven't
> really decided.)

Damn nice looking sewer!

RG


Post a reply to this message

From: Alain
Subject: Re: Catacombs [WIP] Area II
Date: 6 Dec 2004 18:00:43
Message: <41b4e49b$1@news.povray.org>
Anthony D. Baye nous apporta ses lumieres ainsi en ce 2004-12-06 11:36... :

>Just a quick proof of concept for my Catacombs project.  The entrance will
>be hidden from the other side, making this a sort of Bolt hole.
>It's intended to be a sewer (Or I might make it an aquaduct, I haven't
>really decided.)
>
>As always comments and suggestions are welcome. (which is to say encouraged)
>
>ADB
>  
>
>
> ------------------------------------------------------------------------
>
Those columns belong to some temple or castle, not to a stinky sewer or 
obscure aquaduct!

Alain


Post a reply to this message

From: Neil Kolban
Subject: Re: Catacombs [WIP] Area II
Date: 6 Dec 2004 22:07:07
Message: <41b51e5b$1@news.povray.org>
ADB,
I'm a newbie and am trying to learn as fast as I can.

How did you make the spiral in the columns?  I am still at CSG theory and
not much beyond that.  I can just about imagine how all else in the picture
may have been done but, for the life of me, I can't imagine how you carved
the columns... can you help?

Neil


Post a reply to this message

From: Anthony D  Baye
Subject: Re: Catacombs [WIP] Area II
Date: 7 Dec 2004 00:35:00
Message: <web.41b540723553aafc8a85f6810@news.povray.org>
Neil,

It's really very simple, they're just the difference of a cylinder and an
isosurface.

#include "functions.inc"

#declare Column =
 union {
  box { <-0.625*ft, 0.0, -0.625*ft> <0.625*ft, 0.125*ft, 0.625*ft> }
  difference {
   box { <-0.5*ft, 0.125*ft, -0.5*ft> <0.5*ft, 2.0*ft, 0.5*ft> }
  #local cBd = 0 ;
  #while(cBd < 360)
   union {
    box { <-0.375*ft, 0.25*ft, -0.4375*ft> <0.375*ft, 1.875*ft, -0.53125*ft>
}
    box { <-0.28125*ft, 0.34375*ft, -0.375*ft> <0.28125*ft, 1.78125*ft,
-0.53125*ft> }
     rotate cBd*y
    }
  #local cBd = cBd + 90.0 ;
  #end
   }
  box { <-0.625*ft, 2.0*ft, -0.625*ft> <0.625*ft, 2.125*ft, 0.625*ft> }
  difference {
   cylinder { <0.0, 2.0*ft, 0.0> <0.0, 6.875*ft, 0.0> 0.5*ft }
   isosurface {
    function { f_helix1(x,y,z,3,0.34375,0.375*ft,0.78125*ft,1,1,0) }
    max_gradient 1.009
    threshold 0
    contained_by { box { <-0.625*ft, 1.875*ft, -0.625*ft> <0.625*ft,
7.125*ft, 0.625*ft> } }
    max_trace 3
    }
   }
  box { <-0.625*ft, 6.875*ft, -0.625*ft> <0.625*ft, 7.0*ft, 0.625*ft> }
   texture { T_Stone11 }
   texture { T_Grnt23a }
    photons { target reflection on refraction on }
  }

I absolutely love using spirals in my columns, I have another interesting
setup in my fountain image:

[ http://speedy.sdsmt.edu/~1305761/images/Art/Fountain5.jpg ]

the instructions for using the spiral are in functions.inc but I'll warn you
there was some trial and error involved in getting the columns to look
right.

ADB

"Neil Kolban" <kol### [at] kolbancom> wrote:
> ADB,
> I'm a newbie and am trying to learn as fast as I can.
>
> How did you make the spiral in the columns?  I am still at CSG theory and
> not much beyond that.  I can just about imagine how all else in the picture
> may have been done but, for the life of me, I can't imagine how you carved
> the columns... can you help?
>
> Neil


Post a reply to this message

From: JS
Subject: Re: Catacombs [WIP] Area II
Date: 11 Dec 2004 16:08:46
Message: <pan.2004.12.11.21.06.23.994203@spammers.allowed>
On Mon, 06 Dec 2004 11:36:37 -0500, Anthony D. Baye wrote:

> Just a quick proof of concept for my Catacombs project.  The entrance will
> be hidden from the other side, making this a sort of Bolt hole. It's
> intended to be a sewer (Or I might make it an aquaduct, I haven't really
> decided.)
> 
> As always comments and suggestions are welcome. (which is to say
> encouraged)
> 
> ADB

The pillars need to be moved towards the walls a little. Now they extend
a few centimeters over the hole, which doesn't look right.

Otherwise, it's a nice concept - I never realized that one could use
Povray to illustrate dungeons. In hindsight, it's obvious...


Post a reply to this message

From: Anthony D  Baye
Subject: Re: Catacombs [WIP] Area II
Date: 12 Dec 2004 00:40:00
Message: <web.41bbd8aa3553aafc8a85f6810@news.povray.org>
JS <no### [at] spammersallowed> wrote:
> On Mon, 06 Dec 2004 11:36:37 -0500, Anthony D. Baye wrote:
>
> > Just a quick proof of concept for my Catacombs project.  The entrance will
> > be hidden from the other side, making this a sort of Bolt hole. It's
> > intended to be a sewer (Or I might make it an aquaduct, I haven't really
> > decided.)
> >
> > As always comments and suggestions are welcome. (which is to say
> > encouraged)
> >
> > ADB
>
> The pillars need to be moved towards the walls a little. Now they extend
> a few centimeters over the hole, which doesn't look right.
>
Actually, the pillars are right where they need to be in order to support
the Vault.  The channel is simply 3 inches too wide.  I fix this problem in
revision 2.

> Otherwise, it's a nice concept - I never realized that one could use
> Povray to illustrate dungeons. In hindsight, it's obvious...

Thanx.  Most of my work is indoor scenes.  this isn't actually a dungeon,
I'm currently angling toward "Labyrinth".  Although I haven't yet come up
with any better reason for why the arcitecture is so nice other than that
was the way I wanted it.  I'll figure out the story behind it later.

ADB


Post a reply to this message

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