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From: Bill Pragnell
Subject: cities
Date: 21 Jan 2012 22:15:01
Message: <web.4f1b7e21d95db16b2781b77c0@news.povray.org>
A break from attractors... cities. A single macro generates each building; the
real tricksiness lies in randomising the parameters sensibly. This is the result
of a week's tinkering. I should tinker more often! :)

Bill


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From: Bill Pragnell
Subject: Re: cities
Date: 21 Jan 2012 22:20:01
Message: <web.4f1b8056fbb09c092781b77c0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:

Must. Post. Image.


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From: Thomas de Groot
Subject: Re: cities
Date: 22 Jan 2012 03:03:23
Message: <4f1bc2cb@news.povray.org>
On 22-1-2012 4:19, Bill Pragnell wrote:
> "Bill Pragnell"<bil### [at] hotmailcom>  wrote:
>
> Must. Post. Image.

Indeed ;-)
Nice work. It must be dark down in the streets. I suppose you can widen 
them but with current land surface prices... :-)

It is curious to see how some themes like landscapes or cities are 
regularly visited again and again. Each time a little different.

Thomas


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From: Bill Pragnell
Subject: Re: cities
Date: 22 Jan 2012 17:30:01
Message: <web.4f1c8caffbb09c092781b77c0@news.povray.org>
Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> Nice work. It must be dark down in the streets. I suppose you can widen
> them but with current land surface prices... :-)

Yes... no streets yet, just the ground plane. As you say, infinite planes are
expensive :)

> It is curious to see how some themes like landscapes or cities are
> regularly visited again and again. Each time a little different.

Yes, this is something I've been intending to have a bash at for a while now. I
was surprised how quickly I was able to get convincing results. :)

Here's another iteration.

Bill


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From: clipka
Subject: Re: cities
Date: 22 Jan 2012 20:45:54
Message: <4f1cbbd2$1@news.povray.org>
Am 22.01.2012 23:24, schrieb Bill Pragnell:

> Here's another iteration.

This one looks absolutely superb, very convincing.


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From: Thomas de Groot
Subject: Re: cities
Date: 23 Jan 2012 02:50:41
Message: <4f1d1151$1@news.povray.org>
On 22-1-2012 23:24, Bill Pragnell wrote:
> Here's another iteration.
>

Amazing. With the smog included :-)
This one feels like real.

Thomas


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From: Paolo Gibellini
Subject: Re: cities
Date: 23 Jan 2012 05:20:26
Message: <4f1d346a$1@news.povray.org>
> Here's another iteration.
>
> Bill

It's a very nice cityscape.
Paolo


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From: John VanSickle
Subject: Re: cities
Date: 23 Jan 2012 06:18:59
Message: <4f1d4223@news.povray.org>
On 1/22/2012 5:24 PM, Bill Pragnell wrote:

> Here's another iteration.

Much improved over the first, now some suggestions:

* The fire marshal will get into a snit if you don't put some fire 
escapes on the residential buildings.

* In a lot of major cities you will see a section where there are a 
small number (from three to six) buildings that are identical.  These 
are usually residential.

* I observe that all of the buildings have an overall rectangular shape. 
  While most buildings of this nature are that shape, every major city 
has a few that are based on cylinders or pyramids, or even something 
irregular; Detroit's Renaissance Center is a good example (in a town 
that's otherwise turning into a dump).  Toss a few of these into the mix.

* In major cities, especially along thoroughfares with lots of 
pedestrian traffic, the ground floor of a building will have storefronts 
and lobbies, making for an exterior arrangement that is different from 
the floors above.  Whether by accident or design, the ground floor is 
obscured in what you've shown us so far.

* Real cities also have a few roads that do not run either parallel or 
perpendicular to the rest, and perhaps even curve a bit as well.  These 
roads are generally major thoroughfares, that will be wider than all but 
the very largest buildings.  Even the newer American cities, which for 
the most part look like graph paper from above, have a few roads like this.

* Toss in a river, either with or without a major fork in it.

The last two will of course make for major challenges in your macro 
coding.  It might be better to code one macro to make the basic layout 
(rivers, hills, major highways), then have another fill in the minor 
streets, and then have another simulate the zoning board, and then 
finally place the buildings.

Regards,
john


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From: nemesis
Subject: Re: cities
Date: 23 Jan 2012 09:10:01
Message: <web.4f1d6a30fbb09c09352a052d0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> Thomas de Groot <tenDOTlnDOTretniATtoorgedDOTt> wrote:
> > It is curious to see how some themes like landscapes or cities are
> > regularly visited again and again. Each time a little different.
>
> Yes, this is something I've been intending to have a bash at for a while now. I
> was surprised how quickly I was able to get convincing results. :)

awesome!  Much better than the classic povray ones.

then again, we now have much better hardware.

we need a night shot. :)


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From: B  Gimeno
Subject: Re: cities
Date: 23 Jan 2012 15:40:02
Message: <web.4f1dc4e3fbb09c0951f818f50@news.povray.org>
Hi!
Another round of hyper-realistic or useful suggestions:
-Birds, clouds, aircraft contrails,
-The environment, would a mountainous horizon perhaps? Or the sea coast? In
Spain it is very typical that the horizon line in the big cities the pollution
is
observed in the environment (though our politicians are bent on denying it)
-Satellite dishes, you will not see unless you look at them.
- Advertising?
- The reflection in the windows. The point is that in reality, crystals are not
perfectly aligned. Add a little bump distortion to make us believe we are seeing
a
photograph.

btw, excelent job and nice renders

B. Gimeno


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