POV-Ray : Newsgroups : povray.binaries.images : Gancaloon: Old City street new version : Re: Gancaloon: Old City street new version Server Time
30 Jul 2024 08:20:22 EDT (-0400)
  Re: Gancaloon: Old City street new version  
From: Thomas de Groot
Date: 17 Apr 2013 03:05:01
Message: <516e499d$1@news.povray.org>
On 16-4-2013 19:52, Anthony D. Baye wrote:

> I like the textures, except that the stones in the street look too clean and
> evenly worn for it to be an "Old" city.

Of course. Be aware that this is all in some kind of beta state. The end 
product will show a very different street surface texture.

>
> The things that jar my sensibilities are the 2-1/2 foot drop from the bottom
> step of the second house on the right, the perfectly clean lines of the
> buildings and the grade of the street from one side to the other.

<grin> Most of this has been solved at this moment, except for the clean 
lines of the buildings. Some degrading has still to be done on them.

>
> Just a suggestion, but you might consider making the street more level, if you
> can.  I understand that it's all one height field, but maybe you can find some
> way to deform it - say you were to take a spline of the street and flatten the
> pixels within a certain distance on either side, not necessarily perfectly
> level, but more level than it is.

This has been solved. For the close-up views a separate street surface 
is generated, following the height_field but level cross-streetwise. 
This is not an automatic process but modelled separately. Not so 
difficult to do as I use a high-resolution mesh copy of the local 
height_field for modelling purposes.

> I don't know how your macro would handle the adjustment to the terrain.

Simply by making a union of the street surface object and the 
height_field before trace()

A new street view is being rendered.

>
> I really love the concept.

Thank you indeed. I have not finished exploring the possibilities.

Thomas


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