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And the code. /A
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Attachments:
Download 'meshcomponent.zip' (64 KB)
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"architype" <arc### [at] gmxcom> wrote:
> And I thought this component, "MeshMod.tch" might be
> useful. See the attached image for a demo and the
> ..zip for the code and some documentation.
> /Arch
hey, you're getting ahead of me-- I have to catch up now! ;-)
Nicely done! I'll take a look when I can. Thanks.
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On 10/21/2017 09:34 PM, architype wrote:
>
> The core with the beams is done, the crane was added for extra bling ;-)
> Imagine this merged into a real scene. Oh right, with pov-ray you dont have
> to imagine... :p
Well done on the extra bling !
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tth <tth### [at] noneinvalid> wrote:
> On 10/21/2017 09:34 PM, architype wrote:
>
> >
> > The core with the beams is done, the crane was added for extra bling ;-)
> > Imagine this merged into a real scene. Oh right, with pov-ray you dont have
> > to imagine... :p
>
> Well done on the extra bling !
Yeah its real nice, the source for the crane is here:
https://3dwarehouse.sketchup.com/model/da1391475d2934cc59c6d3d4de5de6f9/EVERDIGM-KH-310
I just converted it, so credit to "alex197409". ;-)
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On 04.08.2017 19:15, Kenneth wrote:
> With a little bit of fog thrown in-- smog, or city pollution.
>
> Currently, I'm using 16 different window photo-facades, randomly placed o
n 450
> buildings--each with reflective windows, by way of 'hold-out' mattes and
using
> POV-ray's image_pattern feature. (Increasing the number of buildings is t
rivial;
> but I need to use more photos, as there is already too much window repeti
tion.)
> But I usually make a new photo tile every night!
>
> I've managed to fix four items on my to-do list:
>
> * making sure the windows go all the way to the edges and tops, without b
eing
> randomly chopped off. (I also reworked the window photo images to be more
> accurate 'tiles'-- a learning experience.) The building widths and height
s are
> now based on small strict subdivisions of the (larger) tiles-- while stil
l using
> the FULL tile textures on the building. That was a happy accident ;-)
>
> * matching the colors of the 'concrete' edges and tops of the buildings t
o the
> average color of the photo facades; looks better than plain gray. The arc
hitects
> were being creative ;-)
>
> * putting the buildings in a street-grid layout (more or less), so that t
hey no
> longer overlap (well, I haven't *seen* any overlaps yet.) This needs more
work--
> as well as to make the streets go in two 90-degree directions, instead of
just
> one.
>
> * adding a bit of dirt and aging to the building faces. (The 'dirt' is ju
st an
> overlay of several distorted bumps pigments.) Currently, this is also app
lied
> over the window areas as well, which I want to eliminate.
>
> Three things I haven't done yet: cleaning up my code(!); trying out POV-R
ay's
> new(?) CUBIC pattern for texturing the buildings; and re-working my code
to use
> heightfields for the building faces, instead of plain boxes. I hope I can
do
> --that-- without a major re-write!
>
> Comments and criticisms welcome.
>
>
>
You have inspired me with your generated city. I am starting a "cloud
city" project with futuristic skyscrapers visible above a layer of
clouds in sunset conditions (of planet Earth or other planets). I
started the thread inside the GENERAL group.
---
http://www.avg.com
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