POV-Ray : Newsgroups : povray.binaries.images : City buildings of different kind Server Time
4 May 2024 21:02:06 EDT (-0400)
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From: Bill Pragnell
Subject: Re: City buildings of different kind
Date: 21 Mar 2018 10:55:00
Message: <web.5ab27141653a98a1474d4c950@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
>
> Very interesting indeed. You might consider slicing off the polygonal
> buildings when the angle gets too sharp. There are rooms there which are
> impossible to furnish ;-)

I think I already do, but the threshold angle is quite small.
Just get sharper furniture!

Bill


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From: Bill Pragnell
Subject: Re: City buildings of different kind
Date: 21 Mar 2018 11:50:00
Message: <web.5ab27e17653a98a1474d4c950@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> Wow, that is looking really cool. Your method looks more 'organic'/natural than
> my attempts so far, regarding street layout, non-square buildings etc.
> Currently, I'm wrapped up in the minutia of making more building height_field
> faces, for more variety in the city-- which gives me time to figure out the best
> way to tackle these other (more important) considerations, and how to code it
> all ;-) My SDL scene is likewise getting quite complex. Your non-SDL approach
> appears to be very sophisticated! Kudos. I'm looking forward to seeing how it
> progresses.

The very first thing I did was to parametrise buildings so they could be made
randomly with a degree of variety. And then I got bogged down with making them
polygonal, then with streets, then how to get those streets, then the various
edge cases that crop up...!

Since most of the groundwork is now laid, I can concentrate on colour, texture
and detail. Window sills via repeat object textures, roof styles and furniture
(aircon, water towers, masts etc), and some more building styles and sub-types.
I also really want to do some more work on the height selection, to get some
interesting cityscapes with 'hills' and 'valleys'. It's been a bottom-up
approach, so it's only recently started to all come together :)

Bill


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From: Alain
Subject: Re: City buildings of different kind
Date: 21 Mar 2018 14:15:28
Message: <5ab2a140$1@news.povray.org>

> On 20-3-2018 0:27, Bill Pragnell wrote:
>> So, inspired by Kenneth's recent forays into city building, I've 
>> returned to a
>> project that I started over 3 years ago.
>>
>> This started as a set of SDL macros, but unfortunately it was getting 
>> dog-slow
>> and impossible to maintain so I started over in C++. I'm using SVG 
>> files as
>> input, reading straight-line paths to define streets, intersecting 
>> them to make
>> block polygons, then splitting the blocks to get building polygons. The
>> buildings are constructed as triangle blocks and exported as mesh2 
>> objects in
>> ...inc files.
>>
>> In the images here, the building data is a few MB in size, generated 
>> in several
>> seconds by my program and rendered in several minutes by POV-Ray.
>>
>> I have a huge to-do list, and progress is sporadic because real life, 
>> but I am
>> getting some nice results at last!
>>
> 
> Very interesting indeed. You might consider slicing off the polygonal 
> buildings when the angle gets too sharp. There are rooms there which are 
> impossible to furnish ;-)
> 

You probably did not see the World's narrowest house...
It's 5 stories high, and have only a single window on each top floors. 
The ground floor have only a single door and a narrow window. Go inside, 
and you can easily touch the opposing walls, everywhere.
It's to narrow for a double bed.


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From: Bill Pragnell
Subject: Re: City buildings of different kind
Date: 21 Mar 2018 18:15:01
Message: <web.5ab2d872653a98a11b6c6b3a0@news.povray.org>
....and a different city from a more 'real' viewpoint.


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From: Stephen
Subject: Re: City buildings of different kind
Date: 21 Mar 2018 18:29:49
Message: <5ab2dcdd$1@news.povray.org>
On 21/03/2018 22:10, Bill Pragnell wrote:
> .....and a different city from a more 'real' viewpoint.
> 
Looking good.

-- 

Regards
     Stephen


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From: Kenneth
Subject: Re: City buildings of different kind
Date: 21 Mar 2018 20:30:01
Message: <web.5ab2f894653a98a1a47873e10@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> ....and a different city from a more 'real' viewpoint.

It's looking better and better <*sigh*> You've also solved the need for
'recessed' building sections on top of the 'main' buildings. I still haven't
tackled that (well, with my newer 'buildings as height_field faces' scheme,
anyway.)

Your approach is well worth the effort!


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From: Thomas de Groot
Subject: Re: City buildings of different kind
Date: 22 Mar 2018 03:54:01
Message: <5ab36119$1@news.povray.org>
On 21-3-2018 19:16, Alain wrote:

>> On 20-3-2018 0:27, Bill Pragnell wrote:
>>> So, inspired by Kenneth's recent forays into city building, I've 
>>> returned to a
>>> project that I started over 3 years ago.
>>>
>>> This started as a set of SDL macros, but unfortunately it was getting 
>>> dog-slow
>>> and impossible to maintain so I started over in C++. I'm using SVG 
>>> files as
>>> input, reading straight-line paths to define streets, intersecting 
>>> them to make
>>> block polygons, then splitting the blocks to get building polygons. The
>>> buildings are constructed as triangle blocks and exported as mesh2 
>>> objects in
>>> ...inc files.
>>>
>>> In the images here, the building data is a few MB in size, generated 
>>> in several
>>> seconds by my program and rendered in several minutes by POV-Ray.
>>>
>>> I have a huge to-do list, and progress is sporadic because real life, 
>>> but I am
>>> getting some nice results at last!
>>>
>>
>> Very interesting indeed. You might consider slicing off the polygonal 
>> buildings when the angle gets too sharp. There are rooms there which 
>> are impossible to furnish ;-)
>>
> 
> You probably did not see the World's narrowest house...
> It's 5 stories high, and have only a single window on each top floors. 
> The ground floor have only a single door and a narrow window. Go inside, 
> and you can easily touch the opposing walls, everywhere.
> It's to narrow for a double bed.

Well, I know Amsterdam has one at least. ;-)

-- 
Thomas


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From: Bill Pragnell
Subject: Re: City buildings of different kind
Date: 22 Mar 2018 04:55:00
Message: <web.5ab36e84653a98a1a9432db90@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> You've also solved the need for
> 'recessed' building sections on top of the 'main' buildings.

Do you mean the 'compound' buildings with the decreasing sizes? Those are
basically a specialised building type that just creates two or three
sub-buildings with different versions of the base polygon. Since the building
construction already offsets polygons extensively, it wasn't a lot of work to
add this.

> Your approach is well worth the effort!

So far so good. But I think your buildings are much more detailed and realistic
on an individual basis, which I'm going to struggle with later on. It's
interesting to compare approaches on similar but unrelated projects - there are
indeed many ways to skin a cat!

Bill


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From: Thomas de Groot
Subject: Re: City buildings of different kind
Date: 22 Mar 2018 08:10:59
Message: <5ab39d53$1@news.povray.org>
On 22-3-2018 9:51, Bill Pragnell wrote:
[...] there are
> indeed many ways to skin a cat!
> 

Ouch! I hope no cats have been hurt in this project! ;-)

-- 
Thomas


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From: Bill Pragnell
Subject: Re: City buildings of different kind
Date: 22 Mar 2018 10:25:01
Message: <web.5ab3bc56653a98a1474d4c950@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 22-3-2018 9:51, Bill Pragnell wrote:
> [...] there are
> > indeed many ways to skin a cat!
>
> Ouch! I hope no cats have been hurt in this project! ;-)

I can confirm that no cats were hurt during the development of this project, and
that all skinning incidents have been metaphorical in nature :)


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