POV-Ray : Newsgroups : povray.binaries.images : Re: Paris Sewer (sorta) Server Time
4 Nov 2024 14:13:43 EST (-0500)
  Re: Paris Sewer (sorta) (Message 1 to 5 of 5)  
From: Pabs
Subject: Re: Paris Sewer (sorta)
Date: 21 Jul 2000 00:14:56
Message: <3977CD90.A00B7791@hotmail.com>
Yann Ramin wrote:

> Pabs wrote:
> > It is prob. just me but I think the crand on the foreground textures
is a bit
> > too much.
> Looks like it.  The scary part its an internal POV texture (Granite
> something or another).

I took a closer look at the sides of the ?cobbles? and noticed this - no
crand look

>  Anyway want the (big) source?

No but You might try positioning all those stones with a macro of some
sort. - you could use the vegetate include (can't help you with a link
sorry ;+< ) to position & rotate them on an invisible half cylinder.
I noticed some are displaced a little - shoddy workmanship (on the part
of the
stonemason/bricklayer:) or ninja turtles trying to steal them for
_uncomfortable_ pillows :-?

Also you might try isosurface stones instead of superelipsoids like
Chris suggested
-Faster & much more flexible - you could use subtraction to make some
cracks &
noise3d to vary their shape a little.
Manual octree box bounding could also help with speed.

--
Bye
Pabs

http://zip.to/pabs3 -> http://www.crosswinds.net/~pabs3


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From: Ken
Subject: Re: Paris Sewer (sorta)
Date: 21 Jul 2000 00:23:41
Message: <3977CEE2.B2A9A951@pacbell.net>
Pabs wrote:

> No but You might try positioning all those stones with a macro of some
> sort. - you could use the vegetate include (can't help you with a link
> sorry...

http://www.geocities.com/SiliconValley/Program/9231/povray.html

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Pabs
Subject: Re: Paris Sewer (sorta)
Date: 21 Jul 2000 00:27:08
Message: <3977D152.EC895146@hotmail.com>
Ken wrote:

> Pabs wrote:
>
> > No but You might try positioning all those stones with a macro of some
> > sort. - you could use the vegetate include (can't help you with a link
> > sorry...
>
> http://www.geocities.com/SiliconValley/Program/9231/povray.html

Ahh Ken saves the day again - what would we all do without you.?
--
Bye
Pabs


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From: Ken
Subject: Re: Paris Sewer (sorta)
Date: 21 Jul 2000 00:42:57
Message: <3977D364.7A88A8E4@pacbell.net>
Pabs wrote:

> Ahh Ken saves the day again - what would we all do without you.?

Durned if I know - TeeHee

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Yann Ramin
Subject: Re: Paris Sewer (sorta)
Date: 21 Jul 2000 02:11:25
Message: <3977E9A0.A73D1EE3@atrustrivalie.eu.org>
Pabs wrote:
> 
> Yann Ramin wrote:

> 
> No but You might try positioning all those stones with a macro of some
> sort. - you could use the vegetate include (can't help you with a link
> sorry ;+< ) to position & rotate them on an invisible half cylinder.
> I noticed some are displaced a little - shoddy workmanship (on the part
> of the
> stonemason/bricklayer:) or ninja turtles trying to steal them for
> _uncomfortable_ pillows :-?

The idea was to displace them a little (so the sewer wasn't perfect).
Admittedly,it looks really strange :)

> 
> Also you might try isosurface stones instead of superelipsoids like
> Chris suggested
> -Faster & much more flexible - you could use subtraction to make some
> cracks &
> noise3d to vary their shape a little.
> Manual octree box bounding could also help with speed.

I'll have to go grab a version of POV for that.  This is an official
version.

-- 

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