POV-Ray : Newsgroups : povray.binaries.images : Urban heightfield [WIP] Server Time
1 Nov 2024 10:19:10 EDT (-0400)
  Urban heightfield [WIP] (Message 1 to 2 of 2)  
From: Marco Bernardini
Subject: Urban heightfield [WIP]
Date: 30 Jul 2013 12:35:01
Message: <web.51f7eaa68a30b87e3495bd7c0@news.povray.org>
Something with an "urban" look, using radial, cells and checker functions for a
heightfield.
Nothing definitive, just a starting point.
Big problem: to give a different texture just to roofs, but I'll post about this
in the general group.

Marco Bernardini


****

camera{
 location <0,15,-30> look_at <0,0,0>
 right x*image_width/image_height
}

background { rgb 0.7 }

#declare P1=function{
 pigment {
  radial
  translate <5,0,5>
  frequency 8
  scale 0.1
 }
}

#declare P2=function{
 pigment {
  cells
  scale 0.05
 }
}

#declare P3=function{
 pigment {
  checker
  scale 0.2
 }
}

#declare P=function {
 P1(x,y,z).gray
 + P2(x,0,z).gray
 + P3(x,0,z).gray
}

#declare Blocks =
height_field {
 function 666, 666 {
 P(x,0,y)
 }
 texture {
  pigment {
   color rgb 1
  }
 }
 translate <-.5,0,-.5>
}

object {
 Blocks
 scale <35,5,50>
}

light_source {
 <-30, 50, -30>
 rgb <1,.2,0>
}

*****


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Attachments:
Download 'urban_heightfield.png' (74 KB)

Preview of image 'urban_heightfield.png'
urban_heightfield.png


 

From: Alain
Subject: Re: Urban heightfield [WIP]
Date: 30 Jul 2013 21:21:37
Message: <51f866a1$1@news.povray.org>

> Something with an "urban" look, using radial, cells and checker functions for a
> heightfield.
> Nothing definitive, just a starting point.
> Big problem: to give a different texture just to roofs, but I'll post about this
> in the general group.
>
> Marco Bernardini
>
>
> ****
>
> camera{
>   location <0,15,-30> look_at <0,0,0>
>   right x*image_width/image_height
> }
>
> background { rgb 0.7 }
>
> #declare P1=function{
>   pigment {
>    radial
>    translate <5,0,5>
>    frequency 8
>    scale 0.1
>   }
> }
>
> #declare P2=function{
>   pigment {
>    cells
>    scale 0.05
>   }
> }
>
> #declare P3=function{
>   pigment {
>    checker
>    scale 0.2
>   }
> }
>
> #declare P=function {
>   P1(x,y,z).gray
>   + P2(x,0,z).gray
>   + P3(x,0,z).gray
> }
Why don't you use .red, .green or .blue? They evaluate faster than 
.gray. Only one value to fetch instead of 3 that then need to have a 
weighted average computed: 3 multiplications, and an addition of 3 values.
The patterns cells and radial, and most others, go from black to white.
Fot the checkers pattern, use .green or .blue as that pattern default to 
blue and green.

>
> #declare Blocks =
> height_field {
>   function 666, 666 {
>   P(x,0,y)
>   }
>   texture {
>    pigment {
>     color rgb 1
>    }
>   }
>   translate <-.5,0,-.5>
> }
>
> object {
>   Blocks
>   scale <35,5,50>
> }
>
> light_source {
>   <-30, 50, -30>
>   rgb <1,.2,0>
> }
>
> *****
>

Have you tried the slope pattern? You can easily have a colour for the 
walls and another for the roofs and streets.
In fact, you can easily have a range of colours for the roofs depending 
of their inclination. Gray for the flat and almost flat ones, ocher for 
those with a gentle slope and copper green for the steepests...

Another way would be to have one object for the ground and another for 
the buildings.



Alain


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