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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
Post a reply to this message
Attachments:
Download 'crackscape4.jpg' (34 KB)
Download 'crackscape5.jpg' (22 KB)
Preview of image 'crackscape4.jpg'

Preview of image 'crackscape5.jpg'

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Looking forward to your next post!
--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoo com
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wow!
I like the lower one, with the lights off!
regards
SY
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Wow, that glass version is really cool! I wonder how it would look if only
some of those windows were lit from the inside....
~Sam
Tek <tek### [at] evilsuperbrain com> 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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I mean lit dimly...
Sam Benge(SamuelT) <stb### [at] hotmail com> wrote in message
news:3c96619a@news.povray.org...
> Wow, that glass version is really cool! I wonder how it would look if only
> some of those windows were lit from the inside....
>
> ~Sam
>
>
> Tek <tek### [at] evilsuperbrain com> 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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This is a simple and fantastic way to make cityscape. If you throw a
few oddball things in here and there, like a fountain or a park, nobody
would question it. Beautiful work.
Now, out of curiosity, how hard would it be to encode a "mezzanine"
macro in this, making the lowest level of each building a workable first
floor? I'll bet simpler than it sounds.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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Wow! If the roads were a *tiny* bit better, you could easily take it for a
photo!
"Tek" <tek### [at] evilsuperbrain com> 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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You've left me duly impressed.
Fernando.
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Apache <apa### [at] yahoo com> wrote in message
news:3c9660ec$1@news.povray.org...
> Looking forward to your next post!
Hmm... Well it's hit the slow bit of the big image... It's taken over 2 hours to
draw the last 2 lines!! My poor little PIII 550 ain't up to it!
I think you may have to wait 'til tomorrow, when I can finish it off on my 2GHz
machine at work.
--
Tek
http://www.evilsuperbrain.com
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Sir Charles W. Shults III <aic### [at] cfl rr com> wrote in message
news:3c966510$1@news.povray.org...
> This is a simple and fantastic way to make cityscape. If you throw a
> few oddball things in here and there, like a fountain or a park, nobody
> would question it. Beautiful work.
> Now, out of curiosity, how hard would it be to encode a "mezzanine"
> macro in this, making the lowest level of each building a workable first
> floor? I'll bet simpler than it sounds.
Not too hard to do the texturing for that. All I need is to make the first story
of the texture be a special case... hmm, I might try that :)
I've also been thinking about writing some basic AI to position traffic on the
roads!
--
Tek
http://www.evilsuperbrain.com
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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] evilsuperbrain com> 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
>
>
>
>
Post a reply to this message
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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
--
Remove the TRIMBRAKES to reply.
"Corey Woodworth" <cdw### [at] mpinet net> 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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DJ Wiza <Kil### [at] TRIMBRAKESyahoo com> 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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"Tek" <tek### [at] evilsuperbrain com> 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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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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Second shot is sweet. Have you considered trying this with image maps?
-Shay
Tek <tek### [at] evilsuperbrain com> 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>
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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
--
Remove the TRIMBRAKES to reply.
"DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
news:3c96f6c2@news.povray.org...
> "Tek" <tek### [at] evilsuperbrain com> 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.
>
>
Post a reply to this message
Attachments:
Download 'crackscape_progress.JPG' (112 KB)
Preview of image 'crackscape_progress.JPG'

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From: Tek
Subject: Re: Crackle city mark 3 (Progress attached: 111 KBU)
Date: 19 Mar 2002 15:26:48
Message: <3c979f08@news.povray.org>
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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] TRIMBRAKESyahoo com> 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
Post a reply to this message
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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
Post a reply to this message
Attachments:
Download 'crackscape5-640.jpg' (114 KB)
Preview of image 'crackscape5-640.jpg'

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DJ Wiza <Kil### [at] TRIMBRAKESyahoo com> 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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From: Christoph Hormann
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 19 Mar 2002 16:02:14
Message: <3C97A754.F699D4B@gmx.de>
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Tek wrote:
>
> Okay, after 1.5 days rendering I've finally stopped it and chopped off the
> bottom 40 pixels or so!
>
I have said this previously, but it would surely be a good idea to try a
different technique for the buildings. The render time would be much
lower.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______
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Christoph Hormann <chr### [at] gmx de> wrote in message
news:3C9### [at] gmx de...
> I have said this previously, but it would surely be a good idea to try a
> different technique for the buildings. The render time would be much
> lower.
You're right. But I don't know the formula/algorithm for crackle with metric 1.
A discrete approximation would be possible, but it would lose the sharp corners
(see my conversation with DJ).
Besides, it isn't the isosurface that's caused the slow down: The slow bit of
the image is the ground, which is non-reflective and so actually has less
ray-isosurface intersections per pixel than the buildings. The problem is mostly
the photons, which (AFAIK) only compute isosurface intersections during
initialisation. It's just the lighting calculations are taking ages. This isn't
helped by the noisy tarmac texture (so lots of extra rays for anti-aliasing).
--
Tek
http://www.evilsuperbrain.com
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Bad news. VERY bad news. Even though I told my brother NOT to do it, he
decided to play Counterstrike on the computer I was rendering on. Well,
Counterstrike locks up my computer when you quit, killing the render. 14
hours of CPU time WASTED!!! I'm starting over now.
WAAAAAA!!!
-DJ
--
Remove the TRIMBRAKES to reply.
"DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> 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
>
> --
> Remove the TRIMBRAKES to reply.
> "DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
> news:3c96f6c2@news.povray.org...
> > "Tek" <tek### [at] evilsuperbrain com> 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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DJ Wiza wrote:
>
> Bad news. VERY bad news. Even though I told my brother NOT to do it, he
> decided to play Counterstrike on the computer I was rendering on. Well,
> Counterstrike locks up my computer when you quit, killing the render. 14
> hours of CPU time WASTED!!! I'm starting over now.
Before starting over, uninstall your brother.
Deaken
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DJ Wiza schrieb in Nachricht <3c97aceb@news.povray.org>...
>Bad news. VERY bad news. Even though I told my brother NOT to do it, he
>decided to play Counterstrike on the computer I was rendering on. Well,
>Counterstrike locks up my computer when you quit, killing the render. 14
>hours of CPU time WASTED!!! I'm starting over now.
You know that "+c"-switch to continue an aborted trace, no? That way you
will only loose the last unfinished line.
Marc-Hendrik
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When you started this crackle city thing I was skeptical, but now.. holy
crap this looks nice. with the exception of the streets being blocky,
the scene is very nice. the buildngs are simple awesome.
Is
Tek wrote:
> 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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Is <xrf### [at] yahoo com> wrote in message news:3C9### [at] yahoo com...
> When you started this crackle city thing I was skeptical, but now.. holy
> crap this looks nice. with the exception of the streets being blocky,
> the scene is very nice. the buildngs are simple awesome.
>
> Is
Ah well when I was starting it I just wanted to know if I could make a good city
without having to model things. I think the answer is "yes" :)
--
Tek
http://www.evilsuperbrain.com
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news: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).
Buildings like these generally have windows that aren't perfectly flat, but
slightly curved inward (I'd like to see how much time THAT would take to
render ;)
> It looks a bit stretched on my backdrop, but it will do until DJ finishes
his
I think that the street is too grainy, change the texture, and make the
white stripes have a lower ambient.
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"RAY" <RAY### [at] yahoo com> wrote in message
news:3c990efe$1@news.povray.org...
>
> "Tek" <tek### [at] evilsuperbrain com> wrote in message
> news: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).
> Buildings like these generally have windows that aren't perfectly flat,
but
> slightly curved inward (I'd like to see how much time THAT would take to
> render ;)
> > It looks a bit stretched on my backdrop, but it will do until DJ
finishes
> his
> I think that the street is too grainy, change the texture, and make the
> white stripes have a lower ambient.
Also thinner. It looks like a city for small people with BIG cars
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You know, I didn't notice the width of the roads until you pointed it out! It's
obvious now I look at it. :)
BTW Ray, the windows are curved, though only using a normal function. To curve
each window slightly inwards in 3D would be fairly straighforwards, just add
something to the isosurface based on the same function that defines the edges of
the windows. I might give it a go.
--
Tek
http://www.evilsuperbrain.com
Corey Woodworth <cdw### [at] mpinet net> wrote in message
news:3c9912eb$1@news.povray.org...
>
> "RAY" <RAY### [at] yahoo com> wrote in message
> news:3c990efe$1@news.povray.org...
> >
> > "Tek" <tek### [at] evilsuperbrain com> wrote in message
> > news: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).
> > Buildings like these generally have windows that aren't perfectly flat,
> but
> > slightly curved inward (I'd like to see how much time THAT would take to
> > render ;)
> > > It looks a bit stretched on my backdrop, but it will do until DJ
> finishes
> > his
> > I think that the street is too grainy, change the texture, and make the
> > white stripes have a lower ambient.
>
> Also thinner. It looks like a city for small people with BIG cars
>
>
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:3c992655$1@news.povray.org...
> You know, I didn't notice the width of the roads until you pointed it out!
It's
> obvious now I look at it. :)
Glad I could help! :)
a little off topic but i have a question for you. I visited your site (Love
the C.S.Lewis Wardrobe!) and I was wondering how you did the cel shaded main
interface image? Was it modeled in pov? Did you use post processing or is it
pure pov? It looks awesome and I've been trying to do a similar effect with
absolutly no success at all. How did you do that?!
Corey
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Corey Woodworth <cdw### [at] mpinet net> wrote in message
news:3c992d8f$1@news.povray.org...
> a little off topic but i have a question for you. I visited your site (Love
> the C.S.Lewis Wardrobe!)
Thanks :) I'm quite pleased with it too. I'm just hoping it does well in the
irtc... (if they ever publish the results)
> and I was wondering how you did the cel shaded main
> interface image? Was it modeled in pov? Did you use post processing or is it
> pure pov? It looks awesome and I've been trying to do a similar effect with
> absolutly no success at all. How did you do that?!
It's not actually cel shaded, but everything in the scene was flat edges and
flat areas of colour, so it all looked quite cartoony.
I might also have colour reduced it (I honestly can't remember). I'm trying to
find the source now... Nope, no sign of it! Sorry.
--
Tek
http://www.evilsuperbrain.com
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Well, I've been rendering now for just over 48 hours, and its still only on
line 646 of 768. It has basically hit the lines where it renders the
street, and as expected, it has grinded to a near halt. The status bar says
the current speed is 232 PPM, but I am sure its MUCH slower than that right
now. Its just too much for my 1 Ghz Pentium III to handle!!
There has to be another way to do this. Using an isosurface is just
destroying the rendering speed when it reaches the street.
-DJ
--
Remove the TRIMBRAKES to reply.
"Tek" <tek### [at] evilsuperbrain com> 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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"DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
news:3c9aa9db$1@news.povray.org...
> Well, I've been rendering now for just over 48 hours, and its still only
on
> line 646 of 768. It has basically hit the lines where it renders the
> street, and as expected, it has grinded to a near halt. The status bar
says
> the current speed is 232 PPM, but I am sure its MUCH slower than that
right
> now. Its just too much for my 1 Ghz Pentium III to handle!!
>
> There has to be another way to do this. Using an isosurface is just
> destroying the rendering speed when it reaches the street.
What about using the crakle function to make the road pigments on a plane
placed just slightly above the isosurface road? Or would that not help at
all?
Corey
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"DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
news:3c9aa9db$1@news.povray.org...
> There has to be another way to do this. Using an isosurface is just
> destroying the rendering speed when it reaches the street.
Like I've said before, the thing that slows it down is NOT the isosurface!
It's the photons. Isosurfaces don't go much slower when you hit a nice flat
bit! :)
If you use spacing of 0.1 you get similar results and a much quicker render
time.
Also, I tried putting assumed_gamma 1 in the global settings (following a
conversation elsewhere on this group), and it looks really cool! :)
Cheers.
Tek (posting from work so hopefully this will get through okay...)
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After 11 more hourse of rendering, I have finished rendering...one more
line. Yup. Now rendering line 647.
This is WAY too slow. I'm killing the render. I'm restarting it with the
spacing at 0.1 and the assumed gamma at 1. This computer needs to be used
for other things as well (Such as Counterstrike) so if it doesn't finish
soon enough, I'll probably cancel it.
I went ahead and attached the image I had so far.
-DJ
--
Remove the TRIMBRAKES to reply.
"Tekno Frannansa" <tek### [at] evilsuperbrain com> wrote in message
news:3c9b26e5$1@news.povray.org...
> "DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
> news:3c9aa9db$1@news.povray.org...
> > There has to be another way to do this. Using an isosurface is just
> > destroying the rendering speed when it reaches the street.
>
> Like I've said before, the thing that slows it down is NOT the isosurface!
> It's the photons. Isosurfaces don't go much slower when you hit a nice
flat
> bit! :)
>
> If you use spacing of 0.1 you get similar results and a much quicker
render
> time.
>
> Also, I tried putting assumed_gamma 1 in the global settings (following a
> conversation elsewhere on this group), and it looks really cool! :)
>
> Cheers.
> Tek (posting from work so hopefully this will get through okay...)
>
>
>
>
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Of course I forgot to attach it. Then I had already started re-rendering,
so it overwrote the file. Damn I'm stupid.
-DJ
--
Remove the TRIMBRAKES to reply.
"DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
news:3c9b651c$1@news.povray.org...
> After 11 more hourse of rendering, I have finished rendering...one more
> line. Yup. Now rendering line 647.
>
> This is WAY too slow. I'm killing the render. I'm restarting it with the
> spacing at 0.1 and the assumed gamma at 1. This computer needs to be used
> for other things as well (Such as Counterstrike) so if it doesn't finish
> soon enough, I'll probably cancel it.
>
> I went ahead and attached the image I had so far.
>
> -DJ
>
> --
> Remove the TRIMBRAKES to reply.
>
> "Tekno Frannansa" <tek### [at] evilsuperbrain com> wrote in message
> news:3c9b26e5$1@news.povray.org...
> > "DJ Wiza" <Kil### [at] TRIMBRAKESyahoo com> wrote in message
> > news:3c9aa9db$1@news.povray.org...
> > > There has to be another way to do this. Using an isosurface is just
> > > destroying the rendering speed when it reaches the street.
> >
> > Like I've said before, the thing that slows it down is NOT the
isosurface!
> > It's the photons. Isosurfaces don't go much slower when you hit a nice
> flat
> > bit! :)
> >
> > If you use spacing of 0.1 you get similar results and a much quicker
> render
> > time.
> >
> > Also, I tried putting assumed_gamma 1 in the global settings (following
a
> > conversation elsewhere on this group), and it looks really cool! :)
> >
> > Cheers.
> > Tek (posting from work so hopefully this will get through okay...)
> >
> >
> >
> >
>
>
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Sorry to dissapoint you, but I just had to stop the render. I'm taking over
the computer when I do it, and my Dad is getting really mad that I'm doing
it because then my brother can't play Counterstrike since when he quits CS,
it crashes the computer.
You want a picture to render as a background, you'll have to render it
yourself. Sorry.
-DJ
--
Remove the TRIMBRAKES to reply.
"Tek" <tek### [at] evilsuperbrain com> 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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Hi,
Did you try the "continue" option?
Marc
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No, but you know what? That's a good idea. If I just render at night, I
could eventually finish it.
-DJ
--
Remove the TRIMBRAKES to reply.
"Marc Jacquier" <jac### [at] wanadoo fr> wrote in message
news:3c9c3bb2@news.povray.org...
> Hi,
> Did you try the "continue" option?
> Marc
>
>
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From: Ari-Matti Leppanen
Subject: Re: Crackle city mark 3 [1600x1200]
Date: 24 Mar 2002 10:16:30
Message: <3c9dedce@news.povray.org>
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Hi
I haven't had time for Pov, so I let it chew on Tek's city in the
background. Trace time for 1600x1200, aa 0.3, method 2 was 2-3 days. It
would be great if Pov wrote down the trace time, if it was interrupted and
would then add to the already ellapsed time when continuing trace..
Ari-Matti
Post a reply to this message
Attachments:
Download 'crackscape5.jpg' (284 KB)
Preview of image 'crackscape5.jpg'

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On Sun, 24 Mar 2002 12:14:43 +0200, Ari-Matti Leppanen wrote:
> Hi
>
> I haven't had time for Pov, so I let it chew on Tek's city in the
> background. Trace time for 1600x1200, aa 0.3, method 2 was 2-3 days. It
> would be great if Pov wrote down the trace time, if it was interrupted and
> would then add to the already ellapsed time when continuing trace..
>
Second massive file of the day:-( 284K, but a great image, some things
could be better such as the ground floors of the buildings could have
conopies over them and have differend windows etc, how about an
aeroplane high in the sky above the city, a slightly raised pavement,
and some trees outside the buildings.
This image brings back memories of a part of Valencia that I used to
walk through to get to college sometimes.
--
sphere{z*5,1pigment{rgb.5}finish{reflection.3specular.5}}box{<-50,-3,-50>
<50,-2,50>pigment{checker/*\__\\__/ * \_\\__*/scale 2}finish{ambient.7}}
light_source/*__\\__\\__\\__\\__\( ~ )\__\\__\\__\\__\\*/{<2,5,1>*4,1}
/*\\__\\__\\__\\__\\__\\__\\__\\__\~ -/__\\__\\__\\__\\__\\*//* Steve */
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<thunk> Whoa...
- Kevin R.
"Ari-Matti Leppanen" <ari### [at] tThiisShouldBeRemoved tut fi> wrote
in message news:3c9dedce@news.povray.org...
> Hi
>
> I haven't had time for Pov, so I let it chew on Tek's city in the
> background. Trace time for 1600x1200, aa 0.3, method 2 was 2-3 days. It
> would be great if Pov wrote down the trace time, if it was interrupted and
> would then add to the already ellapsed time when continuing trace..
>
> Ari-Matti
>
>
>
>
>
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Very nice, thank you :)
BTW, I'd like to point out the reason it only took 2-3 days is that this is the
version before I added the photons, which is why the ground near the camera is
so dark. Still, looks more than good enough to be on my backdrop! :)
Thanks again for rendering this.
--
Tek
http://www.evilsuperbrain.com
Ari-Matti Leppanen <ari### [at] tThiisShouldBeRemoved tut fi> wrote in
message news:3c9dedce@news.povray.org...
> Hi
>
> I haven't had time for Pov, so I let it chew on Tek's city in the
> background. Trace time for 1600x1200, aa 0.3, method 2 was 2-3 days. It
> would be great if Pov wrote down the trace time, if it was interrupted and
> would then add to the already ellapsed time when continuing trace..
>
> Ari-Matti
>
>
>
>
>
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Thanks! I'll use it for my desktop background until my render finishes,
which is in 1024x768 (The resolution I run Windows in) AA 0.3 +AM2 +R3 (And
+C when needed). Mine will probably turn out better looking for me as the
desktop since it won't have to be scaled down and will be in .PNG format
instead of .JPG, so I don't lose quality.
If anyone wants, I'll up it after its done. It currently has about 300
lines left to render and is rendering each line at around 5 PPS.
-DJ
--
Remove the TRIMBRAKES to reply.
"Ari-Matti Leppanen" <ari### [at] tThiisShouldBeRemoved tut fi> wrote
in message news:3c9dedce@news.povray.org...
> Hi
>
> I haven't had time for Pov, so I let it chew on Tek's city in the
> background. Trace time for 1600x1200, aa 0.3, method 2 was 2-3 days. It
> would be great if Pov wrote down the trace time, if it was interrupted and
> would then add to the already ellapsed time when continuing trace..
>
> Ari-Matti
>
>
>
>
>
Post a reply to this message
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> If anyone wants, I'll up it after its done. It currently has about 300
> lines left to render and is rendering each line at around 5 PPS.
I want it!!
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Tek wrote:
> Well, I decided it would look better at night,
The lower one is _so_ cool.
--
/"\ | iki.
\ / ASCII Ribbon Campaign | fi/
X Against HTML Mail | zds
/ \
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This crackle city is awesome! Makes you wonder what else is hiding in
the POV-Ray features.
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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From: Tor Olav Kristensen
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 29 Mar 2002 19:11:12
Message: <3ca502a0@news.povray.org>
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Welcome back David !
I haven't seen you in here for a while now,
so I was afraid that you had disappeared
from these groops for good.
Tor Olav
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Tor Olav Kristensen wrote:
>
> Welcome back David !
>
> I haven't seen you in here for a while now,
> so I was afraid that you had disappeared
> from these groops for good.
Thanks. Third quarter, senior year, that's when IB people gotta jump
through all the hoops. They now own the copyright on my DooM
WAD-stripping program too, since I slapped together some flow charts and
turned it in for a project, and I had to take it off my site. Maybe
I'll have a little more free time now though... oh, and I'm not addicted
to StarCraft, that's a lie, hear? :)
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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