POV-Ray : Newsgroups : povray.binaries.images : Crackle city mark 3 Server Time
16 Aug 2024 08:18:50 EDT (-0400)
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From: Corey Woodworth
Subject: Re: Crackle city mark 3
Date: 18 Mar 2002 20:42:39
Message: <3c96978f$1@news.povray.org>
Would it be rude of me to ask for the source? I'm really interested in how
the buildings and roads were created using a pigment. This is very very cool
and I wanna try to play with it :)

Thanks,
Corey

"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3c965b38@news.povray.org...
> Well, I decided it would look better at night, so I did the first of these
2
> pictures. Then I turned the lights off, put in a sunny sky, and rendered
the
> second image. There's also a few texture tweaks (though not as many as it
looks
> like, it's just the sky and lighting that makes it look so good!).
>
> I'm currently rendering a big (640x480) of the daytime one, with photons.
Will
> post as a reply to this when it's finished.
>
> Comments?
>
> --
> Tek
> http://www.evilsuperbrain.com
>
>
>
>


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From: DJ Wiza
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 01:02:04
Message: <3c96d45c@news.povray.org>
I'd like the source as well, but really just so I can render it in 1024x768
AA +AM2 +R3 and use it as my desktop.  Or you could render it like that for
me so I don't have to.

I wrote a macro for creating approximations for isosurfaces that basically
generates a 3D grid of boxes, useful for isosurfaces that require high
max_gradients, however, to use a detail level high enough to get any good
use out of it creates rather high parsing times.  Plus, POV-Ray then takes a
long time creating the bounding slabs when it churns out a few hundred
thousand boxes.  It needs lots of optimizations.

-DJ

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"Corey Woodworth" <cdw### [at] mpinetnet> wrote in message
news:3c96978f$1@news.povray.org...
> Would it be rude of me to ask for the source? I'm really interested in how
> the buildings and roads were created using a pigment. This is very very
cool
> and I wanna try to play with it :)
>
> Thanks,
> Corey
>


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From: Tek
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 03:01:29
Message: <3c96f059$1@news.povray.org>
DJ Wiza <Kil### [at] TRIMBRAKESyahoocom> wrote in message
news:3c96d45c@news.povray.org...
> I'd like the source as well, but really just so I can render it in 1024x768
> AA +AM2 +R3 and use it as my desktop.  Or you could render it like that for
> me so I don't have to.

Posted to p.b.s-f. Apologies for the source looking a bit untidy! Oh, and be
warned, it renders real slow when it gets to the tarmac. It's now done 11 lines
(of a 640x480 image) in 10 hours!! Please post your backdrop sized one once it's
finished, because I want it on my BG too! :)

> I wrote a macro for creating approximations for isosurfaces...

Sounds very interesting. With a bit of work that could be really useful.

--
Tek
http://www.evilsuperbrain.com


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From: DJ Wiza
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 03:28:50
Message: <3c96f6c2@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3c96f059$1@news.povray.org...
> > I wrote a macro for creating approximations for isosurfaces...
>
> Sounds very interesting. With a bit of work that could be really useful.
>

The best optimization would probably work by creating a mesh instead of tons
of objects.  However, I'm not sure how to do this.  I would probably first
create a 3D array of booleans, each specifying whether or not the object
exists at that point.  Then I'd have to cycle through and run tests to find
edges of the object and create triangles.  That's the hard part.

Anyways...I've begun rendering crackscape5.pov in 1024x768 AA 0.3 +FN +AM
+R3, and changed the Radiosity from Fast to Normal.  It is currently
building the photon maps.  It's now amlost 12:30 in the night.  I'm heading
to bed.  I'll post the current progress tomorrow morning at around 9:30.

-DJ

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From: Kari Kivisalo
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 06:08:27
Message: <3C971C8B.E22C77FD@LuxLab.com>
The 2nd picture has nice blend of colors. With one more
layer of detail and larger it would be pretty eye-catching.


_____________
Kari Kivisalo


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From: Shay
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 09:49:54
Message: <3c975012$1@news.povray.org>
Second shot is sweet. Have you considered trying this with image maps?

 -Shay

Tek <tek### [at] evilsuperbraincom> wrote in message
news:3c965b38@news.povray.org...


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From: DJ Wiza
Subject: Re: Crackle city mark 3 (Progress attached: 111 KBU)
Date: 19 Mar 2002 12:42:53
Message: <3c97789d@news.povray.org>
Its been rendering for about 9 hours and 10 minutes now, and its rendering
line 331 of 768 at abut 10 pixels per second.

Even at this resolution and high AA, there are some issues.  The lines
between windoww disappear sometimes at the tops of buildings.  Plus, I think
the windows are too bumpy.

I went ahead and attached a screenshot of the current progress.

-DJ

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"DJ Wiza" <Kil### [at] TRIMBRAKESyahoocom> wrote in message
news:3c96f6c2@news.povray.org...
> "Tek" <tek### [at] evilsuperbraincom> wrote in message
> news:3c96f059$1@news.povray.org...
> > > I wrote a macro for creating approximations for isosurfaces...
> >
> > Sounds very interesting. With a bit of work that could be really useful.
> >
>
> The best optimization would probably work by creating a mesh instead of
tons
> of objects.  However, I'm not sure how to do this.  I would probably first
> create a 3D array of booleans, each specifying whether or not the object
> exists at that point.  Then I'd have to cycle through and run tests to
find
> edges of the object and create triangles.  That's the hard part.
>
> Anyways...I've begun rendering crackscape5.pov in 1024x768 AA 0.3 +FN +AM
> +R3, and changed the Radiosity from Fast to Normal.  It is currently
> building the photon maps.  It's now amlost 12:30 in the night.  I'm
heading
> to bed.  I'll post the current progress tomorrow morning at around 9:30.
>
> -DJ
>
> --
> Remove the TRIMBRAKES to reply.
>
>


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Attachments:
Download 'crackscape_progress.JPG' (112 KB)

Preview of image 'crackscape_progress.JPG'
crackscape_progress.JPG


 

From: Tek
Subject: Re: Crackle city mark 3 (Progress attached: 111 KBU)
Date: 19 Mar 2002 15:26:48
Message: <3c979f08@news.povray.org>
Cool! Looks goos :)

Be warned, it will grind to a halt when it hits the road. I think I used too
many photons. Mine's taken twice as long on the road than it did on the
buildins, and it's still not finished! I think I'll post a slightly truncated
version...

--
Tek
http://www.evilsuperbrain.com


DJ Wiza <Kil### [at] TRIMBRAKESyahoocom> wrote in message
news:3c97789d@news.povray.org...
> Its been rendering for about 9 hours and 10 minutes now, and its rendering
> line 331 of 768 at abut 10 pixels per second.
>
> Even at this resolution and high AA, there are some issues.  The lines
> between windoww disappear sometimes at the tops of buildings.  Plus, I think
> the windows are too bumpy.
>
> I went ahead and attached a screenshot of the current progress.
>
> -DJ


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From: Tek
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 19 Mar 2002 15:42:50
Message: <3c97a2ca@news.povray.org>
Okay, after 1.5 days rendering I've finally stopped it and chopped off the
bottom 40 pixels or so!

I think I used too many photons, but they do add really nice lighting to the
foreground (which would otherwise be in shadow).

It looks a bit stretched on my backdrop, but it will do until DJ finishes his
render :)

--
Tek
http://www.evilsuperbrain.com


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Attachments:
Download 'crackscape5-640.jpg' (114 KB)

Preview of image 'crackscape5-640.jpg'
crackscape5-640.jpg


 

From: Tek
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 15:47:14
Message: <3c97a3d2$2@news.povray.org>
DJ Wiza <Kil### [at] TRIMBRAKESyahoocom> wrote in message
news:3c96f6c2@news.povray.org...
> The best optimization would probably work by creating a mesh instead of tons
> of objects.  However, I'm not sure how to do this.  I would probably first
> create a 3D array of booleans, each specifying whether or not the object
> exists at that point.  Then I'd have to cycle through and run tests to find
> edges of the object and create triangles.  That's the hard part.

Basically what you're talking about is using something like the marching cubes
algorithm to fit a mesh to a discretely sampled space. Which is okay but it
wouldn't be great at getting the corners of the buildings.

I reckon there has to be some way of solving it... though I have no idea what
the formula for a metric of 1 is! (that's what gives the buildings such an
interesting shape)

--
Tek
http://www.evilsuperbrain.com


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