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Well my first script has now progressed to the point where I actually have
something of an image to show for it. Since my last post about it I have
fixed most of the problems I was having. The bricks are now staggered; I've
added random translation, probably too much looks like the tunnel would be
labelled a structural hazard, and the bricks are randomly coloured. I've
also added randomly translated flagstones for the floor. Next I need to find
a way to model the grouting. I was thinking of using a difference of two
cylinders for the grouting in the ceiling, what do you guys think?
Post a reply to this message
Attachments:
Download 'brick.JPG' (38 KB)
Preview of image 'brick.JPG'
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Thanks for all the help everyone's given me!
"Thomas Lake" <tla### [at] homecom> wrote in message
news:3aff5e8d@news.povray.org...
> Well my first script has now progressed to the point where I actually have
> something of an image to show for it. Since my last post about it I have
> fixed most of the problems I was having. The bricks are now staggered;
I've
> added random translation, probably too much looks like the tunnel would be
> labelled a structural hazard, and the bricks are randomly coloured. I've
> also added randomly translated flagstones for the floor. Next I need to
find
> a way to model the grouting. I was thinking of using a difference of two
> cylinders for the grouting in the ceiling, what do you guys think?
>
>
>
Post a reply to this message
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I've never had much success with MegaPov's isosurfaces but I'm thinking of
adding an isosurface texture to the flagstones, and maybe the bricks. I want
an ancient weathered feel.
"Thomas Lake" <tla### [at] homecom> wrote in message
news:3aff5e8d@news.povray.org...
> Well my first script has now progressed to the point where I actually have
> something of an image to show for it. Since my last post about it I have
> fixed most of the problems I was having. The bricks are now staggered;
I've
> added random translation, probably too much looks like the tunnel would be
> labelled a structural hazard, and the bricks are randomly coloured. I've
> also added randomly translated flagstones for the floor. Next I need to
find
> a way to model the grouting. I was thinking of using a difference of two
> cylinders for the grouting in the ceiling, what do you guys think?
>
>
>
Post a reply to this message
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You beat me to the punch. If the bricks were old and decayed then your
geometry would be perfect. It seems strange to see machine-made perfect
bricks so badly misaligned.
The variation in height on the floor tiles could be toned down a bit, but
overall the effect is wonderful.
"Thomas Lake" <tla### [at] homecom> wrote in message
news:3aff5fae$1@news.povray.org...
> I've never had much success with MegaPov's isosurfaces but I'm thinking of
> adding an isosurface texture to the flagstones, and maybe the bricks. I
want
> an ancient weathered feel.
>
Post a reply to this message
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I think spinning the floor tiles a little on the z (assuming your camera is
at -z) would improve the effect of the floor buckling over time.
-Shay
Thomas Lake <tla### [at] homecom> wrote in message
news:3aff5e8d@news.povray.org...
> Well my first script has now progressed to the point where I actually have
> something of an image to show for it. Since my last post about it I have
> fixed most of the problems I was having. The bricks are now staggered;
I've
> added random translation, probably too much looks like the tunnel would be
> labelled a structural hazard, and the bricks are randomly coloured. I've
> also added randomly translated flagstones for the floor. Next I need to
find
> a way to model the grouting. I was thinking of using a difference of two
> cylinders for the grouting in the ceiling, what do you guys think?
>
>
>
Post a reply to this message
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