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This is a WIP from a city I'm 'building' on Mars, for illustrating a story
I'm writing.
Parts of this whole world were submitted to the animation IRTC. I added a
lot more detail to the dome which is only seen in the background, and added
a bit more detail to the city to build this image.
The city is a heavily modified Chris Colefax city. My mods:
1) the buildings fit 'under' an Overhead object, which allowed me to change
the dome slope and size and not have to manually tuck all the buildings in
2) it takes two text files, allowing me to control the max height and
'foundation' of the buildings. I used the latter to build the 'notch' in
the view, which is a transportation hub.
3) I modifed the reflectivity of the building windows, and added 'grass' on
top of the buildings.
4) No street traffic. Instead, the vehicles.obj from Chris's excellent
macro's were modified to include trees. The trees go through the same hight
check as the buildings, so on the edge of the city they either fit under the
doom or not at all.
5) the streets were modified to draw between vacant buildings (see under the
'park' in the center) but not between a vacant lot - this allows the 'notch'
in the center of the view.
Other detail and notes:
The notch has some green tubes. These are thick glass pressure tubes that
trains move in. (the trains were modeled but not added to this scene as
they are too small to see well, and I'm pushing 1.5G of RAM). The idea is
that a maglev / train comes into the tube with one end open; then the tube
end near the outside of the dome closes, and air is added to the tube. Now
the people in the train can come into the city. Trains can be long, so the
entire tube system would run through the city in effect.
There are 'rails' outside the city from the tubes, but there's a bug in
myterrain following code. I build a spline from control points and do a
trace() to establish 'piers' above the ground, but I need to move along the
spline instead of sampling just at the dozen or so control points.
The terrain got a little washed out. it's "real" terrain taken from MOLA
data with a color overlay from Viking (also seen in the 'you are here'
signs). I then ran this through World Machine, rescalled, and ran it
through again with an erosion filtering process. It worked pretty well to
add close level detail. I was going to go for an Isosurface terrain, but
couldn't get it to work well with progressivly height fields.
The people are poser models, with morphs added. The dress on the woman is a
dynamic cloth, modeled in Poser. It was more (!) low cut than in the image,
but I added some poly's in Wings to make it a little better.
What I basically did was take a 1.6 Km area, extract the center part, and
'erode' that to add detail where the MOLA data was missing.
This is the same general area that I had in the recent IRTC anim round, but
I had to move the city as I found even from high buildings the view just
wasn't there - so I moved the city a little closer to a valley. I mean, if
you're going to go to Mars to live, and hide under a dome, you might as well
have a view ...
Things to do:
1) The terrain is a little washed out. Radiosity settings I think aren't
right. It's a slope dependant blend between rocks and sand, sort of.
2) The streets aren't really displaying right - there are some trees on top
of the tube trains, so it looks like I need to move the tubes in.
3) The guy was supposed to be muscular but looks a little chunky.
4) I get some odd comments on the dress - it was supposed to look like a
light weight summer dress. Thouhts?
5) The 'you are here' sign is all messed up, that needs to be fixed
6) I'm in the process of adding more detail to the buildings and changing
the buildings so it's not so obvious there are only 3 different ones.
7) the grass on top of the buildings are supposed to be gardens, so I need
to add some detail there.
8) The trams wash out a bit in the distance, need to fiddle with that.
9) Framing - there is an elevator door, but you can't see it at this angle.
If I show more of the 'vator, then it blocks the view. I think that's about
as good as I can pose it.
10) I was going to make the 'mesh' on the railing smaller, it's a layered
texture.
11) I have a small area light that attempted to fill some of the really dark
shadows. However, the whole scene looks a little more red than I thought.
This could be the area light (was attempting to duplicate the sky color). I
think I need help on radiosity settings.
12) this scene was shot with photons, due to the glass on the buildngs, but
it's not clear to me that they really worked. Streelt level should be
pretty bright from the reflections on the windows (sun is close to noon).
Comments, suggestions?
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From: John D Gwinner
Subject: Re: WIP - Nice View (dome city on Mars)
Date: 10 Feb 2005 13:19:25
Message: <420ba5ad@news.povray.org>
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Doh! hit Send a little too fast
== John ==
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Download 'NiceView-14bPhoton.jpg' (679 KB)
Preview of image 'NiceView-14bPhoton.jpg'
![NiceView-14bPhoton.jpg](/povray.binaries.images/attachment/%3C420ba5ad%40news.povray.org%3E/NiceView-14bPhoton.jpg?ttop=441697&toff=5600&preview=1)
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"John D. Gwinner" <joh### [at] cornell edu> wrote in message
news:420ba5ad@news.povray.org...
> Doh! hit Send a little too fast
>
> == John ==
>
>
>
>
We've all done that at some point, hehe.
Excellent scene. The hair is fantastic, how did you do it? The lighting
seems a bit harsh, but would be for a thin atmosphere desolate martian
landscape. Was there any radiosity used here?
Skip
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This looks pretty good, but with all that detail, it *desparately* needs
anti-aliasing!
- Slime
[ http://www.slimeland.com/ ]
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>
> Excellent scene.
Thanks .. was going to be a POVComp entry but missed the deadline by just an
hour.
> The hair is fantastic, how did you do it?
The hair on the left is the DAZ flat top with a transparency map. The hair
on the right was Kozuburo's Long Hair Evolution I think (free), with a
transparency map and texture map. I hand colored the texture map a little.
Her features are hard to see but are pretty mixed, so the hair was an
attempt at being a toss up but 'blondish' given her darker coloring.
PoseRay (latest) did the conversions, from a poser .pz3 file (the OBJ export
files never have the transparency right). She's a person in a story I'm
writing, the guy is just a random gawker.
> The lighting seems a bit harsh, but would be for a thin atmosphere
> desolate martian landscape. Was there any radiosity used here?
Yep, radiosity - which I thought would 'unharsh' the light. The sun is a
parallel light, white *2. At one time I had a little media inside the dome
but it's hard to get it right (the dome is a mesh from the rather excellent
Moray Domenator V2 plugin by Philippe Gibone, and I have odd results with
media with the camera inside)
I probably need help with the rad settings, one of my standard presets in
Moray:
radiosity {
brightness 1.2
count 35
error_bound 1.8
gray_threshold 0.0
low_error_factor 0.5
minimum_reuse 0.015
nearest_count 5
recursion_limit 3
save_file "Port-15RadiosityMap"
#if (version>3.1)
adc_bailout 0.01
max_sample -1.0
media off
normal on
always_sample 1
pretrace_start 0.08
pretrace_end 0.04
#end
}
photons {
adc_bailout 0.01
spacing 1.0
gather 20, 100
media 0, 1.0
jitter 0.4
max_trace_level 4
autostop 0.5
radius 0.0
expand_thresholds 0.2, 35.0
save_file "Port-13PhotonMap"
}
== John ==
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Thanks, I'll post something tomorrow with Rad+AA. I tried AA+0.3 on another
machine without radiosity and didn't think it looked that great.
Do you think the photons did anything? It'll cut the render time in half if
I don't use them, although I think the 'vator didn't have the photon block
in it (the primary focus was the reflective buildings).
== John ==
Scene Statistics
Finite objects: 113743
Infinite objects: 2
Light sources: 31
Total: 113776
Render Statistics
Image Resolution 1600 x 900
Pixels: 1440479 Samples: 1440479 Smpls/Pxl: 1.00
Rays: 539201538 Saved: 9679580 Max Level: 10/10
Ray->Shape Intersection Tests Succeeded Percentage
Box 4400531437 979179631 22.25
Cone/Cylinder 6284892539 1123688833 17.88
CSG Intersection 1621473492 599831510 36.99
CSG Merge 830179 83935 10.11
CSG Union 39181732 30424078 77.65
Height Field 1906807130 1035561711 54.31
Height Field Box 1906807130 1503803900 78.87
Height Field Triangle 3136355527 1038241819 33.10
Height Field Block 1978196078 1152706201 58.27
Height Field Cell 24624417201 1649258803 6.70
Mesh 1092348093 577604985 52.88
Sphere 2440679870 2708694 0.11
Torus 166043555 21430886 12.91
Torus Bound 166043555 25793338 15.53
True Type Font 62964501 227542 0.36
Bounding Object 238604 17908 7.51
Clipping Object 13538730 7772756 57.41
Bounding Box 170275778983 54443257958 31.97
Light Buffer 16147868906 6240164219 38.64
Vista Buffer 237412863 157170636 66.20
Function VM calls: 7231124
Roots tested: 25793536 eliminated: 4190094
Calls to Noise: 2794709180 Calls to DNoise: 89035945
Shadow Ray Tests: 586008125 Succeeded: 384057181
Reflected Rays: 19917280 Total Internal: 176249
Refracted Rays: 10610093
Transmitted Rays: 146573947
Radiosity samples calculated: 83011 (0.48 %)
Radiosity samples reused: 17181016
Number of photons shot: 2438823540
Surface photons stored: 103095
Priority queue insert: 110402080
Priority queue remove: 60088623
Gather function called: 29029243
Gather radius expanded: 8519139
Smallest Alloc: 17 bytes
Largest Alloc: 14082784 bytes
Peak memory used: 1368959045 bytes
========================= Martian City Built! =========================
Total Scene Processing Times
Parse Time: 0 hours 15 minutes 16 seconds (916 seconds)
Photon Time: 3 hours 58 minutes 6 seconds (14286 seconds)
Render Time: 15 hours 41 minutes 26 seconds (56486 seconds)
Total Time: 19 hours 54 minutes 48 seconds (71688 seconds)
CPU time used: kernel 17.23 seconds, user 71463.45 seconds, total 71480.69
seconds
Render averaged 20.15 PPS over 1440000 pixels
POV-Ray finished
"Slime" <fak### [at] email address> wrote in message
news:420baa69@news.povray.org...
> This looks pretty good, but with all that detail, it *desparately* needs
> anti-aliasing!
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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I can't download the image. Can someone do a smaller version? OE reports
that it can't be downloaded for me, and I've tried twice now... Thanks if
you do.
~Steve~
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From: John D Gwinner
Subject: Re: WIP - Nice View (dome city on Mars)
Date: 10 Feb 2005 14:11:24
Message: <420bb1dc@news.povray.org>
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Sure, here it is .. I resized to 800x 450 as well as shrank the file size.
Weird, I'm using OE to post and read.
== John ==
"St." <dot### [at] dot com> wrote in message news:420baf1c$1@news.povray.org...
>I can't download the image. Can someone do a smaller version? OE reports
> that it can't be downloaded for me, and I've tried twice now... Thanks if
> you do.
>
> ~Steve~
>
>
Post a reply to this message
Attachments:
Download 'NiceView-14bPhotonSmall.jpg' (174 KB)
Preview of image 'NiceView-14bPhotonSmall.jpg'
![NiceView-14bPhotonSmall.jpg](/povray.binaries.images/attachment/%3C420bb1dc%40news.povray.org%3E/NiceView-14bPhotonSmall.jpg?ttop=441697&toff=5600&preview=1)
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"John D. Gwinner" <joh### [at] cornell edu> wrote in message
news:420bb1dc@news.povray.org...
> Sure, here it is .. I resized to 800x 450 as well as shrank the file size.
Wow! Thank you John, I appreciate the work that's gone into your scene.
Very nice!
>
> Weird, I'm using OE to post and read.
And I've downloaded bigger images before now, so I don't know what's
wrong - I've never had this problem before.
Anyway I'll check the webview to see the larger image, hopefully! ;)
~Steve~
>
> == John ==
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"St." <dot### [at] dot com> wrote in message news:420bb7d6@news.povray.org...
> Anyway I'll check the webview to see the larger image, hopefully! ;)
Just did, and I have to agree with Slime, please try the aa version? I
want to see the tops of those buildings...
~Steve~
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