"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)
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