POV-Ray : Newsgroups : povray.binaries.images : Gancaloon: Old City street problem : Re: Gancaloon: Old City street problem Server Time
30 Jul 2024 08:28:22 EDT (-0400)
  Re: Gancaloon: Old City street problem  
From: Thomas de Groot
Date: 28 Mar 2013 04:09:47
Message: <5153facb$1@news.povray.org>
On 27-3-2013 23:22, Kenneth wrote:
> These are really nice views of your city!

Thanks Kenneth.

>
> I assume that you *do* want sloping streets(?) They look very natural like that,
> IMO. So if I understand the problem correctly, the sides of the buildings that
> are lower down on the slope are being 'buried', while the sides with the steps
> and the door are looking too high (that is, the steps etc. are ending before
> they reach the ground.)

The 'only' problem is the /sidewise/ slope of the street surface, if I 
make myself clear. So, in any case, that surface has to be corrected, 
otherwise carts will turn over :-)

>
> Although I don't know the method you are using to trace() the buildings onto the
> ground (if indeed that *is* the method you're using), it seems to me that the
> trace for each building should be done at all four corners--four traces, in
> order to get the *highest* of the four. Then, that elevation would be the one to
> place the building at.

I only trace the centre point of the buildings, which obviously is too 
few a test to use on highly uneven surfaces. Your suggestion is good, 
however an extra test would be needed: Depending on which /side/ of the 
street the building is to be situated (high or low end) the /lowest/ or 
the /highest/ test should be selected. Now, I assume that I can know 
this by testing the height of the nearest street boundary to the 
building... Hmm. I have to test this to see how that works.

> And along with that idea, the buildings/steps etc. would
> need to be built so that they *always* extend farther into -y.

They already do ;-)

> Most of the time,
> that extra building depth would not be seen--it would be underneath the
> ground--but in situations such as in your example scene, it would show up and
> look natural. (Yes, there would be *lots* of steps, depending on the ground
> slope--but that might look quite nice.) I'm thinking that the 'extra' building
> depth (and steps) should be deep enough in -y to compensate for, say, a 45-deg.
> ground slope(!) as a maximum. Or maybe 35-40 deg.

Indeed. Still, as I said above, the street surface should not slope too 
much laterally in order to be useful. There still is the need for a 
/built/ street surface...

Thomas


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