POV-Ray : Newsgroups : povray.binaries.images : city extended : Re: city extended Server Time
11 Aug 2024 17:10:24 EDT (-0400)
  Re: city extended  
From: Tek
Date: 24 Feb 2004 23:42:43
Message: <403c27c3$1@news.povray.org>
Woah cool, I didn't know that! Thanks! :)

-- 
Tek
www.evilsuperbrain.com

"Christopher James Huff" <cja### [at] earthlinknet> wrote in message
news:cjameshuff-1B6BC2.08181224022004@news.povray.org...
> In article <403ae7d2$1@news.povray.org>, "Tek" <tek### [at] evilsuperbraincom>
> wrote:
>
> > > Neat. But...it looks more familiar, so you can see the flaws (or at
> > > least differences from any city on Earth) more easily.
> >
> > Yeah, that's my thoughts too. The other one was really impressive
> > because it was 256 bytes, but this version is much less so because it
> > should now be compared to any other povray city image (I can think of
> > at least 2 good ones by Gilles!) and it really doesn't compare well.
>
> BTW, you can make it shorter by using pattern functions instead,
> eliminating the need for the .x's:
> #macro C()function{pattern{crackle#end#local A=C()solid}}#local
> B=C()}}isosurface{function{max(2+y*9-A(x*9,0,z*9)*4,.2-B(x*9,0
> ,z*9))/99}finish{reflection{0,1}}}fog{rgb 1+y/5+z/3distance.7
> fog_type 2fog_alt.1}sky_sphere{pigment{agate}}sphere{9*(.6-y),5}
>
> It also renders faster...
>
>
> > > Still...very, very impressive effect, especially given the tiny amount
> > > of code used. Nice sky...I like the birds, too.
> >
> > Thank you, I'm very pleased with them :)
> > BTW, the birds are actually little flying curly brackets: }}}
>
> Nice...I think I saw curly bracket used as birds somewhere else, though
> they were large and close up so you could see what they were.
>
> Oh, I came up with a way to get sloped roofs on the
> buildings...basically, make a pigment function with a solid crackle
> pigment_map of multiple random gradients. Scale the crackle pattern
> really big along the y axis so it's essentially 2D and won't interfere
> with the sides of your buildings, and just add the result to your
> isosurface function. Still working on getting it completely right...
>
> -- 
> Christopher James Huff <cja### [at] earthlinknet>
> http://home.earthlink.net/~cjameshuff/
> POV-Ray TAG: <chr### [at] tagpovrayorg>
> http://tag.povray.org/


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