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A WIP to be finished for once perhaps? ;)
This is my scene that seemes to become something of a inner yard to a
castle. Sadly for the catapult people that cant get out of the gate
though... ;)
Umm, yes, this is what came after the "door in a wall" posted below.
Will add a few more walls in the back and do something with the tower...
etc, etc.. and try to make that straw roof not to look so repetitive...! :/
Ok, so do you feel the wings of history echoing? ;)
Enjoy!
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Attachments:
Download 'castle_gard2.jpg' (347 KB)
Preview of image 'castle_gard2.jpg'
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Nice idea. But it should be a little more realistic. You can randomize
stones, for example random little translation from normal position, and
random little rotation around Y axis (just few degrees, for example -5
degree, +5 degree). I think that textures are ok but castle looks to much
"ideal" and thats why it is not so much realistic.
But it's nice picture.
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"Woland" <ziz### [at] wppl> wrote:
> Nice idea. But it should be a little more realistic. You can randomize
> stones, for example random little translation from normal position, and
> random little rotation around Y axis (just few degrees, for example -5
> degree, +5 degree). I think that textures are ok but castle looks to much
> "ideal" and thats why it is not so much realistic.
> But it's nice picture.
Would adding the rand*rotation at the original declared single stone rotate
each stone randomly. Or would every single stone be "equally" randomly
rotated?
Thanks for the tip!
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Gotta check if that can be done to the hay roof as well! :)
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
RusHHouR wrote:
> "Woland" <ziz### [at] wppl> wrote:
>> Nice idea. But it should be a little more realistic. You can randomize
>> stones, for example random little translation from normal position, and
>> random little rotation around Y axis (just few degrees, for example -5
>> degree, +5 degree). I think that textures are ok but castle looks to much
>> "ideal" and thats why it is not so much realistic.
>> But it's nice picture.
>
> Would adding the rand*rotation at the original declared single stone rotate
> each stone randomly. Or would every single stone be "equally" randomly
> rotated?
>
If the original is declared using "#declare", then it would rotate
all stones equally. If it is declared using a macro, then each would
be rotated individually...
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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> >
> > Would adding the rand*rotation at the original declared single stone rotate
> > each stone randomly. Or would every single stone be "equally" randomly
> > rotated?
> >
> If the original is declared using "#declare", then it would rotate
> all stones equally. If it is declared using a macro, then each would
> be rotated individually...
>
> Jerome
Ouch... that is confirmed. :/
It's a simple basic declaration of course.
Im so tired of not being best in the worlds at sdl...
And the word "macro" scares me.
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Hi RusHHouR!
RusHHouR wrote:
> And the word "macro" scares me.
No need for that! It's really not too hard. Try this:
---%<---
/* We need a random seed if we want to use rand() */
#declare Seed = seed(54890);
#declare Stone = /* Your stone object here */
#macro Rotated_Stone()
/* Create a vector with random components (within 0 and 1) */
#local Random_Vector = <rand(Seed),rand(Seed),rand(Seed)>;
/*
Until now, the random vector has components from 0..1,
we need them to go from -1 to 1. We subtract 0.5 (then
it goes from -0.5 to 0.5 and double it, and multiply it
by the maximum amount of rotation we want, here 10
degrees.
*/
#local Random_Degrees = (Random_Vector - 0.5)*2*10;
object {
Stone
rotate Random_Degrees
}
#end
/*
Now everywhere you've used object { Stone } before just use
object { Rotated_Stone() }
*/
--->%---
Should work, although I haven't tested it :)
HTH,
Florian
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"Florian Brucker" <tor### [at] torfboldcom> schreef in bericht
news:45d8395f@news.povray.org...
> Until now, the random vector has components from 0..1,
> we need them to go from -1 to 1. We subtract 0.5 (then
> it goes from -0.5 to 0.5 and double it, and multiply it
> by the maximum amount of rotation we want, here 10
> degrees.
Personally, I find it easier to use RRand(min,max,R) from the rand.inc
example:
#declare R=seed(1010);
object {.....
rotate RRand(-1,1,R)*y
....
}
Thomas
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Thomas de Groot wrote:
> Personally, I find it easier to use RRand(min,max,R) from the rand.inc
Hm, looks good, didn't know it :)
> example:
> #declare R=seed(1010);
>
> object {.....
> rotate RRand(-1,1,R)*y
> ....
> }
The degrees are missing, but in this case one could just use
rotate RRand(-10,10,R)*y
Regards,
Florian
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You guys are the best. Im trying it out right now. :)
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