POV-Ray : Newsgroups : povray.binaries.images : city buildings-- WIP 2 Server Time
24 Apr 2024 12:57:42 EDT (-0400)
  city buildings-- WIP 2 (Message 76 to 85 of 85)  
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From: architype
Subject: Re: city buildings-- WIP 2
Date: 21 Oct 2017 08:00:01
Message: <web.59eb358f54c85aaca73e98660@news.povray.org>
"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


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From: architype
Subject: Re: city buildings-- WIP 2
Date: 21 Oct 2017 11:45:03
Message: <web.59eb6aca54c85aaca73e98660@news.povray.org>
"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


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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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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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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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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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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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