|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
The attached image is the results of my attempts to find out how Tek made the
images he posted in this thread:
From: Tek
Subject: Isosurface City revistied (WIP-maybe)
Date: 2008-03-25 19:24:01
https://news.povray.org/povray.binaries.images/thread/%3C47e997a1%40news.povray.org%3E/
AFAIK he did not post the code anywhere in here - and his web pages seems to be
down.
I've not yet figured out what pattern he used to make the windows.
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
Post a reply to this message
Attachments:
Download 'towards teks isosurface city.png' (1864 KB)
Preview of image 'towards teks isosurface city.png'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> The attached image is the results of my attempts to find out how Tek made the
> images he posted in this thread:
>
> From: Tek
> Subject: Isosurface City revistied (WIP-maybe)
> Date: 2008-03-25 19:24:01
>
https://news.povray.org/povray.binaries.images/thread/%3C47e997a1%40news.povray.org%3E/
>
> AFAIK he did not post the code anywhere in here - and his web pages seems to be
> down.
>
> I've not yet figured out what pattern he used to make the windows.
>
> --
> Tor Olav
> http://subcube.com
> https://github.com/t-o-k
This looks close, but increasing the relative height of buildings compared to
their base areas gave them more orthogonal / artificial looking overall lines.
by the looks of it I'm assuming that the core of your procedural is a Crackle
pattern... If so, did you use metric 4 to give it more square appearance ? Some
metric superior to 25 would end up providing even "squarer" angled cells.
Using two planimetric components of the vector "form <x,y,z>" (depending on the
orientation of your scene) may also allow you to control the convexity of cells.
Thanks for your endeavour !
These are base on old tweaks I had tried when comparing Blender internal Voronoi
with pov's crackle procedural textures for the purpose of Blender to POV export.
(draft notes attached)
Post a reply to this message
Attachments:
Download 'blend2povvoronoi.pdf' (441 KB)
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Mr" <m******r******at_hotmail_dot_fr> wrote:
> "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> > The attached image is the results of my attempts to find out how Tek made the
> > images he posted in this thread:
.....
> > I've not yet figured out what pattern he used to make the windows.
Hi TOK - thanks for the recent advice! :)
I have been rewiring my brain for the past several years, but still need to do
more to get better at functional programming. It's gonna take me a while to
unravel this one and implement it in SDL:
https://www.shadertoy.com/view/fsyyzt
Kenneth was working on a very similar building scene a while back - maybe you
may find some clues there.
http://news.povray.org/povray.binaries.images/thread/%3C59766804%40news.povray.org%3E/
> These are base on old tweaks I had tried when comparing Blender internal Voronoi
> with pov's crackle procedural textures for the purpose of Blender to POV export.
> (draft notes attached)
Hi Maurice - I'd be interested to see what work you've done with the Voronoi
pattern, and if you have a version that infinitely tiles. I haven't fully
worked out the details of that part yet.
I did manage to work out full-color solid cells, but my colors don't tile along
with the repeating pattern for some reason.
I have also worked out many of the source-code patterns in SDL, if you're
interested in seeing my code for those.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
>
> AFAIK he did not post the code anywhere in here - and his web pages seems
> to be down.
>
> I've not yet figured out what pattern he used to make the windows.
>
Your attempt looks quite good as-is!
In the newsgroups, this is what I have found. I already had links to a few of
these:
his early renders and code, March 2002... "the power of crackle"...
https://news.povray.org/povray.binaries.images/thread/%3C3C8C6B5A.A940E282%40gmx.de%3E/
and
https://news.povray.org/povray.binaries.scene-files/thread/%3C3c8bf694%40news.povray.org%3E/?ttop=442431&toff=950
Another render from March 18 2002...
https://news.povray.org/povray.binaries.images/thread/%3C3c97ab74%241%40news.povray.org%3E/
and his code, March 19 2002-- he called it 'Crackle City'...
https://news.povray.org/povray.binaries.scene-files/thread/%3C3c96f0bc%40news.povray.org%3E/?ttop=442431&toff=950
from August 2009... something he called 'Greeble City'...
https://news.povray.org/povray.binaries.scene-files/thread/%3C4a78a444%40news.povray.org%3E/?ttop=442431&toff=300
and renders of same...
https://news.povray.org/povray.binaries.images/thread/%3C4a78a486%40news.povray.org%3E/
----------------------
Another from March 2002...
https://news.povray.org/povray.binaries.images/thread/%3C3c96585e%40news.povray.org%3E/
from July 2008...
https://news.povray.org/povray.binaries.images/thread/%3C488e5300%40news.povray.org%3E/?mtop=280940&moff=20
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Mr" <m******r******at_hotmail_dot_fr> wrote:
> "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> > The attached image is the results of my attempts to find out how Tek made the
> > images he posted in this thread:
> >
> > From: Tek
> > Subject: Isosurface City revistied (WIP-maybe)
> > Date: 2008-03-25 19:24:01
> >
https://news.povray.org/povray.binaries.images/thread/%3C47e997a1%40news.povray.org%3E/
> >
> > AFAIK he did not post the code anywhere in here - and his web pages seems to be
> > down.
> >
> > I've not yet figured out what pattern he used to make the windows.
> >
> > --
> > Tor Olav
> > http://subcube.com
> > https://github.com/t-o-k
>
> This looks close, but increasing the relative height of buildings compared to
> their base areas gave them more orthogonal / artificial looking overall lines.
I'm struggling a bit to compare the height to base ratio of buildings in
Tek's an my renders.
I'll decrease the building heights in future renders.
> by the looks of it I'm assuming that the core of your procedural is a Crackle
> pattern... If so, did you use metric 4 to give it more square appearance ?
Yes, it's a crackle pattern, but with metric 1, as Tek mentioned,
For the buildings I'm using form <-1, 0, +1> and for the ground I'm using
form <-1, +1, 0>.
> metric superior to 25 would end up providing even "squarer" angled cells.
>
> Using two planimetric components of the vector "form <x,y,z>" (depending on the
> orientation of your scene) may also allow you to control the convexity of cells.
This sounds interesting. I did not know that it was possible to make the
crackle cells more "squarer".
I know very little about crackle patterns. I tried to read about crackle
in the POV-Ray documentation, but the explanation of the parameters where
to cryptic for me.
I'll experiment with those metric values.
> Thanks for your endeavour !
No problem. It's an interesting challenge to try to find out how Tek might
have made his latest city images.
> These are base on old tweaks I had tried when comparing Blender internal Voronoi
> with pov's crackle procedural textures for the purpose of Blender to POV export.
> (draft notes attached)
Thank you. I'll have a look at your notes.
I remember now that I once read a little about Voronoi diagrams and that
they are related to crackle patterns.
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Kenneth" <kdw### [at] gmailcom> wrote:
> "Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
>
> >
> > AFAIK he did not post the code anywhere in here - and his web pages seems
> > to be down.
> >
> > I've not yet figured out what pattern he used to make the windows.
> >
>
> Your attempt looks quite good as-is!
>
> In the newsgroups, this is what I have found. I already had links to a few of
> these:
>
> his early renders and code, March 2002... "the power of crackle"...
>...
Thank you for all those links Kenneth. I must have done a poor job when looking
for relevant code.
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |