POV-Ray : Newsgroups : povray.binaries.images : city buildings-- WIP 2 Server Time
17 May 2024 22:49:44 EDT (-0400)
  city buildings-- WIP 2 (Message 78 to 85 of 85)  
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From: architype
Subject: Re: city buildings-- WIP 2
Date: 21 Oct 2017 15:35:01
Message: <web.59eba0de54c85aaca73e98660@news.povray.org>
"architype" <arc### [at] gmxcom> wrote:
> "architype" <arc### [at] gmxcom> wrote:
> > "architype" <arc### [at] gmxcom> wrote:
> > > Thomas de Groot <tho### [at] degrootorg> wrote:
> > > > On 19-10-2017 19:28, architype wrote:
> > > > > It looked a little bland so I added some scaffolding. /A
> > > > >
> > > >
> > > > Lol, well done; although... you only can go up and down! No horizontal
> > > > planking on which to stand and do what has to be done?
> > > >
> > > > --
> > > > Thomas
> > >
> > > Yes, we need something like this, attached, to make it look
> > > good. It is still buggy so I need to rewrite before posting.
> > > But the idea is that the scaffold arr #macro takes a block
> > > as a parameter and then adds scaffolds around it, controlled
> > > by more params so that we can make a ton of randomized stuff.
> > >
> > > Also, I am not above resorting to using 3dwarehouse, especially
> > > this crane looks juicy:
> > >
https://3dwarehouse.sketchup.com/model/da1391475d2934cc59c6d3d4de5de6f9/EVERDIGM-KH-310
> > >
> > > /Arch
> >
> > Hmmmm, I actually had to make a spec with a def of what we
> > want to build. :S
> > Ok, blue is the core, the building block param. Red mark
> > the stairs and green marks the stopgap pieces needed to
> > make the scaffold turn out "even". Ie the macro takes the
> > core rectangle as a starting point, and divides it into a
> > bunch of 4 meter sections and the odd stoppgap piece.
> >
> > Note that the scaffold is _not_ intended to be accurate, it
> > is mainly intended for medium and distant views. Its main
> > reason for existance is that it is "cheap" to make, at the
> > expense of a few seconds parse time.
> >
> > If we want to place detailed scaffolding in the foreground,
> > which might be very nice, we can simply use the large
> > number of models in 3dwarehouse:
> >
https://3dwarehouse.sketchup.com/search.html?backendClass=both&q=scaffolding&backendClass=both
>
> Ok, it should work now.
> The .inc files that renders have the same names as the images in the .zip.
> Now it is time for the mandatory adapter heated pizza slices... :p
> /Arch

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


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Attachments:
Download 'buildingcorebling.png' (763 KB)

Preview of image 'buildingcorebling.png'
buildingcorebling.png


 

From: architype
Subject: Re: city buildings-- WIP 2
Date: 21 Oct 2017 15:50:01
Message: <web.59eba4b954c85aaca73e98660@news.povray.org>
Source for the core and the scaffold arr, but without the crane. /Arch


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Attachments:
Download 'buildingcore.inc.txt' (7 KB)

From: architype
Subject: Re: city buildings-- WIP 2
Date: 22 Oct 2017 12:45:02
Message: <web.59eccae654c85aacdc2eccb40@news.povray.org>
I looked closer at some of the images Kenneth posted:
http://news.povray.org/*/attachment/%3Cweb.598828dac78f585a883fb31c0%40news.povray.org%3E/building_storey_indicators.pn
g
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


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Preview of image 'housedemo.png'
housedemo.png


 

From: architype
Subject: Re: city buildings-- WIP 2
Date: 22 Oct 2017 12:50:05
Message: <web.59eccb2254c85aacdc2eccb40@news.povray.org>
And the code. /A


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Attachments:
Download 'meshcomponent.zip' (64 KB)

From: Kenneth
Subject: Re: city buildings-- WIP 2
Date: 24 Oct 2017 20:25:01
Message: <web.59efd8df54c85aac89df8d30@news.povray.org>
"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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From: tth
Subject: Re: city buildings-- WIP 2
Date: 29 Oct 2017 16:42:13
Message: <59f63d25$1@news.povray.org>
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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From: architype
Subject: Re: city buildings-- WIP 2
Date: 30 Oct 2017 06:55:00
Message: <web.59f704bf54c85aacd12f0f840@news.povray.org>
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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From: Sven Littkowski
Subject: Re: city buildings-- WIP 2
Date: 24 Nov 2017 03:00:02
Message: <5a17d182$1@news.povray.org>
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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