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From: Dave Blandston
Subject: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 20 May 2000 13:11:35
Message: <3926c747@news.povray.org>
This is a macro that creates a stone or brick wall. It has two stone
placement methods, the first being the standard offset brick pattern, and
the second is a somewhat random placement pattern. As it is now, this thing
is easy to use, but renders really slowly. If anyone is interested, I will
be glad to post the source.

Regards,
Dave


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Attachments:
Download 'DBStones.jpg' (14 KB)

Preview of image 'DBStones.jpg'
DBStones.jpg


 

From: Azrael
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 20 May 2000 13:22:37
Message: <3926C9B2.9A74238B@chez.com>
I like best the second one (the one in the right). Darker, so more
useful for dungeons/castle/crypt or whatever, and the stones are
smaller. The other seems to be too strange... perhaps because of the
colors.

Azrael
-- 
May all your dreams but one become true.

Azrael <azr### [at] chezcom>
http://www.chez.com/azrael


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From: Marc van den Dikkenberg
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 20 May 2000 13:51:37
Message: <NNAmOQTiC43Ek8kObpXc3iofm=qa@4ax.com>
On Sat, 20 May 2000 10:06:47 -0700, "Dave Blandston"
<gra### [at] earthlinknet> wrote:

>This is a macro that creates a stone or brick wall. It has two stone
>placement methods, the first being the standard offset brick pattern, and
>the second is a somewhat random placement pattern. As it is now, this thing
>is easy to use, but renders really slowly. If anyone is interested, I will
>be glad to post the source.

Pretty!

Source would be appreciated!

By the way: how slow is 'slowly'? How long did it take you to render the
test image?
-- 
Marc van den Dikkenberg
--
The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
All Basic Code Archives -- http://come.to/abcpackets


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From: Dave Blandston
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 20 May 2000 17:58:21
Message: <39270a7d@news.povray.org>
I think the test image took about 10 minutes on a 700MHz Athlon, but a
1024x768 screen-full of bricks took almost nine hours. The problem,
according to some folks who know a lot more about this stuff than I do, is
that the rays have to be tested for every brick in the whole scene.

Source posted on povray.binaries.scene-files.

Regards,
Dave

"Marc van den Dikkenberg" <exc### [at] xs4allnl> wrote in message
news:NNAmOQTiC43Ek8kObpXc3iofm=qa@4ax.com...
> On Sat, 20 May 2000 10:06:47 -0700, "Dave Blandston"
> <gra### [at] earthlinknet> wrote:
>
> >This is a macro that creates a stone or brick wall. It has two stone
> >placement methods, the first being the standard offset brick pattern, and
> >the second is a somewhat random placement pattern. As it is now, this
thing
> >is easy to use, but renders really slowly. If anyone is interested, I
will
> >be glad to post the source.
>
> Pretty!
>
> Source would be appreciated!
>
> By the way: how slow is 'slowly'? How long did it take you to render the
> test image?
> --
> Marc van den Dikkenberg
> --
> The PowerBasic Archives -- http://www.xs4all.nl/~excel/pb.html
> All Basic Code Archives -- http://come.to/abcpackets


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From: TonyB
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 20 May 2000 18:29:43
Message: <392711d7@news.povray.org>
I like it. Post the source.


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From: Peter Popov
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 21 May 2000 03:52:07
Message: <e95fisk563e645gfku0g4odr83o4agvqph@4ax.com>
On Sat, 20 May 2000 17:26:29 -0400, "TonyB"
<ben### [at] panamac-comnet> wrote:

>I like it. Post the source.

Ditto. I'd like to look into your speed problem, too.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG      e-mail : pet### [at] tagpovrayorg


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From: Steve
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 21 May 2000 11:04:37
Message: <slrn8ifsn6.nhf.sjlen@zero-pps.localdomain>
On Sat, 20 May 2000 10:06:47 -0700, Dave Blandston wrote:
>This is a macro that creates a stone or brick wall. It has two stone
>placement methods, the first being the standard offset brick pattern, and
>the second is a somewhat random placement pattern. As it is now, this thing
>is easy to use, but renders really slowly. If anyone is interested, I will
>be glad to post the source.
>
I like it, I'll probably d/l the source when Peter or someone has fixed the
speed problem, (I've got too much on the go at the moment). 

-- 
Cheers
Steve              email mailto:sjl### [at] ndirectcouk

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.ndirect.co.uk/~sjlen/

or  http://start.at/zero-pps

  2:27pm  up 3 days, 22:31,  4 users,  load average: 1.00, 1.00, 1.00


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From: Dave Blandston
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 21 May 2000 12:54:54
Message: <392814de$1@news.povray.org>
I had a little trouble posting the source, because I used a big height field
to take chunks out of the bricks to make them look more interesting, and I
forgot about the 1MB limit to postings. Anyway, the source is  now posted on
povray.binaries.scene-files, with instructions for re-creating the hf with
Fractint. Or, you can d/l the hf from
http://home.earthlink.net/~grasshoppah/DBStones.pot. (It's about 1.7MB.)

Regards,
Dave


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From: Jan Walzer
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 21 May 2000 15:34:35
Message: <39283a4b@news.povray.org>
Well .. I like the 1st one pattern (the left one)
I'm working myself on a macro for building walls ...
currently I'm trying to use my wall-makro to build a tower ...
because of the rotation of a wall (of a tower) I only had an "simple!"
algorithm for the wall, producing similar results, like the right one of
yours ...
My question would be if it is possible, to use the first one in such I
manner I'm trying to do... Can I use it as the "Wall of a tower" ???
I think the rotation should be no problem here, but can I "connect" the left
and right side of the wall???
(hmm .. do you know what I mean ???)
But instead, can you describe the algorithm you use, to create the pattern
???

If I understand you right, you use a Heighfield for every Brick ??? This may
cause your speeding Problem ...
Try (for previewing) a normalmap such as crackle ... But I'm sure you know
...

BTW: If we "all" try to build walls; Has someone tried to build a wall along
a spline ???
This would make it easier to build nice old castles ... ???

--
 ,',    Jan Walzer      \V/  http://wa.lzer.net     ,',
',','   student of      >|<  mailto:jan### [at] lzernet ',','
  '   ComputerScience   /A\  +49-177-7403863         '


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From: Dave Blandston
Subject: Re: Stone wall macro for a castle/crypt/dungeon/etc. (14k)
Date: 21 May 2000 23:47:47
Message: <3928ade3@news.povray.org>
Interesting question - a limitation of this macro (besides render time) is
that the stones of exterior walls that are perpendicular to each other won't
"match up."

For your purposes, going around the corner of a square building would be
similar to going around a circular tower, in terms of stone placement. The
algorithm that I used is pretty simple, and could be modified for a round
tower. Here's one possible solution:

1. Create a randomly sized new stone. Position it so that it's rotated about
the center of the tower to just past the edge of the very last stone that
was created and just barely above the HIGHEST old stone that's directly
beneath the new stone. Record the location and size of this new stone in
arrays. (An old stone would be directly under the new stone if they overlap
in the same x AND z space, assuming that you're building your tower up in
the y direction.)
2. Repeat step 1 until you reach a certain height. The rules outlined in
step 1 will cause the stones to automatically spiral upward. (There won't be
a need to "connect" the sides, there won't be any sides.)
3. For my macro, I actually made a second pass to fill in some gaps with
smaller stones, because there were many gaps after the first pass.)
4. Add some mortar, and you're done!

You're right, the height field slowed things up a bit, but that's not the
major speed factor. It has something to do with how POV stores objects
internally. The problem came when I "unioned" all the stones together. If
you don't need to cut windows into your tower or do any other CSG stuff then
you can avoid that problem.

Regards,
Dave

P.S. At the time that I'm writing this, it makes sense to me, but that
certainly doesn't mean it will make sense to any sane people, so if
something is confusing let me know and I'll try to clear it up.

"Jan Walzer" <wal### [at] informatikuni-hallede> wrote in message
news:39283a4b@news.povray.org...
> Well .. I like the 1st one pattern (the left one)
> I'm working myself on a macro for building walls ...
> currently I'm trying to use my wall-makro to build a tower ...
> because of the rotation of a wall (of a tower) I only had an "simple!"
> algorithm for the wall, producing similar results, like the right one of
> yours ...
> My question would be if it is possible, to use the first one in such I
> manner I'm trying to do... Can I use it as the "Wall of a tower" ???
> I think the rotation should be no problem here, but can I "connect" the
left
> and right side of the wall???
> (hmm .. do you know what I mean ???)
> But instead, can you describe the algorithm you use, to create the pattern
> ???
>
> If I understand you right, you use a Heighfield for every Brick ??? This
may
> cause your speeding Problem ...
> Try (for previewing) a normalmap such as crackle ... But I'm sure you know
> ...
>
> BTW: If we "all" try to build walls; Has someone tried to build a wall
along
> a spline ???
> This would make it easier to build nice old castles ... ???
>
> --
>  ,',    Jan Walzer      \V/  http://wa.lzer.net     ,',
> ',','   student of      >|<  mailto:jan### [at] lzernet ',','
>   '   ComputerScience   /A\  +49-177-7403863         '


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