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Hi,
This is my first post.
I kind of feel there is something missing, but I have no clear idea
what to add.
Maybe too regular ?
The sky needs more work.
Any suggestion ?
frfo
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frfo <ff0### [at] cegetel net> wrote:
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo
frfo <ff0### [at] cegetel net> wrote:
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo
Nice, but you're right, it's too regular. Maybe you can add some windows to
the buildings, and differente building types.
Also differente colors would be fine.
MfG
MSAB
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The idea itself is great, and the arrangement as well.
Just keep the distances between the houses a big wider (for broader roads
and walkways.
Add automatically trees to the walkways, like many boulevards have them. I
would prefer pamls, as they look tropical and are easier (faster) to render
than trees.
Also work with different outside textures for the buildings.
Add more palms, maybe trees, and humans automatically onto the roofs.
Use some more constructional variation for the outside of the buildings,
like vertical elements.
Don't let me fool you: your concept is very interesting, and you could
achieve a lot with it! Just add the additional ideas. Actually, I wonder if
I should try something similar, ha ha! Please go on and let us see your next
versions!
Sven
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"frfo" <ff0### [at] cegetel net> wrote in message news:44a56d39@news.povray.org...
>
>
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
high buildings are too close together and too many of them I guess
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo
>
Post a reply to this message
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Here in San Francisco, even the tallest buildings rarely take up a whole
city block. One way to make this less regular would be: start with each
block as one LOT, and then
for each LOT
if (size of LOT > minimum) and (random() < PDIV)
randomly choose a point P within the LOT
find the line L along which P is nearest to a boundary
divide the LOT into two LOTs along L; recurse
else
build
Whatever your function is for building height, the shortest dimension of
the LOT should be another factor.
--
Anton Sherwood, http://www.ogre.nu/
"How'd ya like to climb this high *without* no mountain?" --Porky Pine
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frfo <ff0### [at] cegetel net> wrote:
> Hi,
> This is my first post.
> I kind of feel there is something missing, but I have no clear idea
> what to add.
> Maybe too regular ?
>
> The sky needs more work.
>
> Any suggestion ?
>
>
> frfo
While some details could be improved, the only thing missing for your first
post is a reflective sphere over the city to make the proper ray-tracing
cliche. (Look for RSOCP all over this group...) 8^)
Jon
Sorry, with that city/grid and the first post reference, I couldn't resist.
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