POV-Ray : Newsgroups : povray.binaries.images : city buildings-- WIP 2 Server Time
2 Jun 2024 04:33:40 EDT (-0400)
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From: Thomas de Groot
Subject: Re: city buildings-- WIP 2
Date: 9 Aug 2017 03:00:32
Message: <598ab310$1@news.povray.org>
On 9-8-2017 4:12, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>>
>> Fire and fury is in vogue. ATM
>>
> Funny thing: I just now saw that belicose Trump statement on the BBC-- I was too
> busy building my little city to take note of today's world events. ;-) N. Korea
> has some nutty leadership... but so does the U.S!! Like two little bully-boys
> daring each other to a fight in the schoolyard... with nuclear weapons. My
> little city may go up in flames soon  :-O
> 

That image has imposed itself on me too I am sad to say.


> But I continue working... :-)
> 
The sign of true wisdom :-)

-- 
Thomas


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From: Thomas de Groot
Subject: Re: city buildings-- WIP 2
Date: 9 Aug 2017 03:05:54
Message: <598ab452$1@news.povray.org>
On 9-8-2017 3:30, Kenneth wrote:
> Another view. No fog this time, but with radiosity (using the defaults, with
> brightness .6. I haven't yet worked out the best rad settings for this kind of
> scene... OR for an animated moving-camera version, which is even more
> demanding.)
> 
> No new changes yet, just more buildings (2500 for this render.) And I'm up to 19
> different window/facade image_maps now (and their respective window-reflection
> 'hold-out' mattes.)
> 
> The random heights of the buildings-- the number of stories (storeys?)-- is
> controlled with this...
> 
>           ceil(2 + 40*pow(rand(PP),4))
> 
> .... so there are a minimum of 3 (because of the way rand works-- it never goes
> to 0.0) and a max of 42, I think. I added the exponent to reduce the number of
> really tall buildings... which actually wipes out many of the mid-size scales as
> well. But it's fun to play around with.
> 

This is really good indeed. A building tycoon would lick his lips and 
wring his hands seeing all that beautiful building space wasted on low 
buildings ;-) But surely he is not aware of the hidden subterranean 
problems impeding tall buildings in the first place. Interesting. I 
would need to think about the local geology... ;-)

-- 
Thomas


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From: Kenneth
Subject: Re: city buildings-- WIP 2
Date: 9 Aug 2017 16:50:01
Message: <web.598b749054c85aac883fb31c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

>
> This is really good indeed. A building tycoon would lick his lips and
> wring his hands seeing all that beautiful building space wasted on low
> buildings ;-)

Ha! True enough. (I can think of one such real-estate tycoon here in the U.S.;
TRUMP TOWER would *never* have been built with only 3 storeys!)

I need a somewhat better 'algorithm' than a simple power-law, to restrict the
number of really tall buildings in my cityscape; I don't want to wipe out the
middle scales at the same time. I need to think on this awhile...


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From: Kenneth
Subject: Re: city buildings-- WIP 2
Date: 9 Aug 2017 17:50:00
Message: <web.598b830c54c85aac883fb31c0@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:

>
> I need a somewhat better 'algorithm' than a simple power-law, to restrict the
> number of really tall buildings in my cityscape; I don't want to wipe out the
> middle scales at the same time. I need to think on this awhile...

Of course, I could instead use a large image_map (or just a fancy bump pigment),
along with eval_pigment, to determine building heights (and placement)from the
pigment color at any particular pigment point. That has already been mentioned
re: grouping buildings into clusters, and I've used such an idea in the past.
It's probably a much better idea, with a more realistic city result too.


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From: Bald Eagle
Subject: Re: city buildings-- WIP 2
Date: 9 Aug 2017 20:50:00
Message: <web.598bacfb54c85aac80403a200@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:

> I need a somewhat better 'algorithm' than a simple power-law, to restrict the
> number of really tall buildings in my cityscape; I don't want to wipe out the
> middle scales at the same time. I need to think on this awhile...

You could just define a simple bailout value, where after so many tall buildings
get defined, then it just skips any new ones....


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From: Stephen
Subject: Re: city buildings-- WIP 2
Date: 10 Aug 2017 02:23:08
Message: <598bfbcc$1@news.povray.org>
On 8/9/2017 3:12 AM, Kenneth wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>>
>> Fire and fury is in vogue. ATM
>>
> Funny thing: I just now saw that belicose Trump statement on the BBC-- I was too
> busy building my little city to take note of today's world events. ;-) N. Korea
> has some nutty leadership... but so does the U.S!! Like two little bully-boys
> daring each other to a fight in the schoolyard... with nuclear weapons. My
> little city may go up in flames soon  :-O
>

I heard your bully-boys quote this morning on the radio (BBC R4). :D

> But I continue working... :-)
>
>

Head down and shoulder to the wheel. Hup! hup! :)

-- 

Regards
     Stephen


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From: Jörg "Yadgar" Bleimann
Subject: Re: city buildings-- WIP 2
Date: 11 Aug 2017 05:41:16
Message: <598d7bbc$1@news.povray.org>
Hi(gh)!

On 07.08.2017 01:46, Kenneth wrote:

> Hmm, that could take awhile. I wonder how many years I have left to live! :-P

That's the basic problem with computer-based creativity - the current 
human lifespan is just too short to do really great things! If we had 
300 instead of 30 years left, what could we achieve in all those years, 
especially when collaborating? Entire star systems with planets worked 
out to a millimetre scale, simulations of complex civilizations 
inhabiting these star systems, down to the very individual people... a 
full-fledged Khyberspace in various historical and alternate-historical 
modes, with the beards and turban ends of its Afghans blowing physically 
correct in the desert wind, of course featuring all the immersion 
technologies of 22nd/23rd century virtual reality... perhaps 
Transhumanism will enable us to live theoretically forever (unless its 
energy source run out) in those worlds... or even emulate pre-computer 
age human life with death and afterlife according to the concepts of the 
various religions... for the inhabitants of Khyberspace, there for 
example might be an implementation of the gruesome Islamic hell, an 
infinitely painful endless loop... which only the highest-ranking 
programmers of Khyberspace may break, therefore they are worshipped by 
ordinary Khyberspace Afghans as a collective Allah... while only a few 
yottabytes away, there flourishes a hyper-scientific intergalactic 
civilization of immortal near-omniscient superhumans!

Keep on coding!

See you in Khyberspace!

Yadgar


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From: Sven Littkowski
Subject: Re: city buildings-- WIP 2
Date: 18 Aug 2017 06:52:14
Message: <5996c6de$1@news.povray.org>
On 08.08.2017 21:30, Kenneth wrote:
> Another view. No fog this time, but with radiosity (using the defaults, with
> brightness .6. I haven't yet worked out the best rad settings for this kind of
> scene... OR for an animated moving-camera version, which is even more
> demanding.)
> 
> No new changes yet, just more buildings (2500 for this render.) And I'm up to 19
> different window/facade image_maps now (and their respective window-reflection
> 'hold-out' mattes.)
> 
> The random heights of the buildings-- the number of stories (storeys?)-- is
> controlled with this...
> 
>          ceil(2 + 40*pow(rand(PP),4))
> 
> .... so there are a minimum of 3 (because of the way rand works-- it never goes
> to 0.0) and a max of 42, I think. I added the exponent to reduce the number of
> really tall buildings... which actually wipes out many of the mid-size scales as
> well. But it's fun to play around with.
> 
NIIICCEEEE. But dead, too.

Random add trees to the edges of the walk ways, and also street lights
(on/off). Add also randomly various shop types to the bottom of the
buildings, some or many with fluorescent neon light. Even some buildings
might feature some green on their roof, or swimming pools. Make the
streets darker, add white or even yellow markings. Some buildings should
have full glass surfaces (reflective) with exception of the edges. Some
buildings could have a slight change in angle along their vertical axis,
to give some accent and create triangular or diagonal spaces at their
base. Maybe, the taller buildings should be clustered together mainly in
the middle of the town, or along some roads, but not all over. At the
moment, their distribution is too homogeneous, I think. Hmmm, cars?

This is not meant as critique, but as further suggestions to support
your great macro! i really like it!

---
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From: Sven Littkowski
Subject: Re: city buildings-- WIP 2
Date: 18 Aug 2017 06:56:10
Message: <5996c7ca$1@news.povray.org>
Even an occasional empty slot, with a park, or playground, or small
houses, or gardens, or a public bath. Metro entrances, yes. A huge,
over-sized orange Trump statue - well, maybe not, forget that one. let
it be Obama. ;-)

Low restaurants, drive-ins, gas stations, Burger Kings, MacDonalds, Wendy's
.

:-D

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From: Bald Eagle
Subject: Re: city buildings-- WIP 2
Date: 18 Aug 2017 07:50:00
Message: <web.5996d3d654c85aacc437ac910@news.povray.org>
Sven Littkowski <I### [at] SvenLittkowskiname> wrote:
> A huge,
> over-sized orange Trump statue - well, maybe not, forget that one. let
> it be Obama. ;-)

I'd say that at this point, it ought to be of a Founder or of Cicero.

Bread and circuses do not last forever.


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